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Perf Auditor docs

Perf Auditor has three views in one dockable panel: Audit scans the place for problems, Live shows engine stats while you play, and Network logs remote traffic.

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AuditCrowded grid cellsLiveNetwork

Audit

  1. Open the Audit tab and choose whether to scan the whole place or only the current selection.
  2. Read the score. It runs from 0 to 100 with an A to F grade. Each critical finding costs 15 points, each warning 5.
  3. Expand a finding and press Select to highlight its offenders in the Explorer.
  4. Press Fix where it is offered. Every fix is a single Ctrl+Z step.

Findings cover mesh and collision fidelity, CSG unions, semi-transparent overdraw, decals and unique textures, particle rates, shadow-casting lights and parts, unanchored parts, legacy body movers, legacy wait, spawn and delay calls, streaming and ReplicatedStorage bloat, sounds and UIStrokes. Workspace also gets a ranking of its heaviest models.

  • One-click fixes: RenderFidelity to Automatic, CollisionFidelity to Default, disable light shadows, disable CastShadow on invisible or Neon parts, clamp particle Rate, disable CanTouch on anchored parts.
  • The CanTouch fix skips Seats and parts with an active Touched listener.
  • Every offender list can switch between a flat list and a location tree, grouped by container, so you can select or skip a whole branch.

Crowded grid cells

The audit splits Workspace into an origin-aligned 3D grid and counts parts by their centers. It warns above 500 BaseParts per 64-stud cube and marks a cell critical above twice that. Both numbers are review budgets, not engine limits, and you can change them under Advanced Settings as "Grid cell size" and "Parts per grid cell".

  • The finding lists the eight busiest cells, labeled by their minimum XYZ corner in studs.
  • Invisible parts count. Terrain, stored templates and attached instances do not.
  • Large parts and clusters across cell edges can be undercounted, so treat the result as a pointer, then measure on your target devices.

Live

Engine stats sampled once a second: FPS with a sparkline, frame, heartbeat, physics and render timings, draw calls, scene and shadow triangles, physics primitives and contacts, memory per category and network KB/s. The "Worst frame" row catches hitches that the FPS average hides.

Network

Start a playtest and the Network tab hooks every RemoteEvent and UnreliableRemoteEvent. You get per-remote totals (messages, total and average estimated bytes), in and out rate sparklines, and a live packet log with an argument preview and a direction filter.

  • Warnings flag oversized packets (10 KB and up), repeated packets and high-frequency remotes (more than 20 per second).
  • RemoteFunctions appear in the inventory only. Their callbacks cannot be observed from a plugin.