The bandwidth, broadcast and memory numbers behind the status page — and the raw endpoints they come from.

Server Health & Metrics

The status page gives you a verdict. This page is about the numbers underneath it — how much traffic your world is pushing, how hard each snapshot is working, and how the server is spending memory. They are what you read when the verdict says under pressure and you want to know why, and what you compare before and after you change something.

Where to see them

WhereWhat you getWho it's for
Studio → StatusThe readable version: verdict, tick breakdown, freezes, bandwidth per playerEveryone — start here
Your server's /statusThe same information as raw JSON, plus everything belowAnyone comfortable reading JSON; the only view that works when the Studio can't reach the server
Your server's /metricsPlain-text counters in the format Prometheus and Grafana readAnyone running their own monitoring

Both endpoints are public and need no key. For a managed server, the address is the one on your project's server card — https://your-server/status. Locally it's http://localhost:3001/status.

> /status is a snapshot of right now. /metrics is designed to be polled on a schedule and graphed over time. Neither costs your world anything measurable to read — the numbers are counted as the server works and only added up when you ask.

Network traffic

The net section answers "is my world saturating its connection?"

NumberWhat it means
Bytes sent / receivedEverything your world has pushed to and pulled from players since it last started
Bytes per secondThe same, as a rate over the time since you last looked
Messages sent / receivedHow many separate updates that traffic was split into
Per player, 95th percentileWhat a heavy player costs you. Multiply it by your player target to size your hosting
Heaviest connectionsThe five players receiving the most right now, by name and zone
BackpressuredPlayers whose connection can't keep up, so the server is skipping their world updates

The number that matters is bytes per player per second. It should be roughly flat as players join. If it climbs with population, players are seeing each other's updates multiplied — check your zone's view radius and crowd settings.

Backpressured above zero is a real problem. Those players are being skipped, which looks to them like other characters teleporting. One player on bad wifi is normal; several at once means your world is sending more than the connection can carry.

Broadcast work

The broadcast section is how much work one world-snapshot goes to — sent 20 times a second. It shows the most recent snapshot and a one-second average.

NumberWhat it means
Candidates scannedThings the server considered showing to somebody
VisibleThings that survived the zone and crowd limits and were actually considered for sending
Hashes computedHow many change-checks ran — this is the "did anything actually change?" work
Entities serializedFull updates written out
Deltas serializedCheap movement-only updates written instead of a full one
Bytes / messages outWhat the snapshot cost on the wire
Viewers skippedPlayers skipped this pass for backpressure

A healthy world sends far more deltas than full updates — a moving character should cost a delta, not a full snapshot. Lots of full updates with few deltas usually means something on your characters changes every frame.

Candidates far above visible means the server is looking at a lot it then throws away. That is the number a smaller view radius improves.

Ticks and memory

NumberWhat it means
Effective tick rateTicks actually achieved per second. Below your configured rate means frames are being dropped to catch up
Ticks over budgetHow many ticks took longer than their slot since the server started. Climbing = players are feeling it now
Frames skippedHow many were dropped outright
Memory usedWhat the game process is holding
Collections per minuteHow often the runtime is cleaning up. Frequent small collections mean the world is churning through memory every tick
Compression contextsOne per connected player, each costing roughly 300 KB. At 300 players that's about 100 MB that grows with your population, not your world

Ticks over budget is the honest lag number. Tick p95 tells you the recent worst case; this tells you how often it has happened at all.

Which build am I looking at?

Every error your server, editor or client reports now carries the exact build it came from and whether it was a live or preview deploy. If you file a bug, that identifier is the single most useful thing to include — it pins the problem to one deploy instead of "sometime last week".

Gotchas

  • Rates cover the time since you last looked, not a fixed window. Poll every few seconds for a steady reading. A single poll right after a restart shows almost nothing, because almost no time has passed.
  • An older server image simply omits these sections. If net or broadcast is missing, roll your managed server to the latest image — it rolls automatically once nobody is playing.
  • Bytes counted are what your world sent, before compression. Actual traffic on the wire is lower.
  • The heaviest-connections list names players. It is meant for you as the operator — don't paste it into a public channel.
  • Numbers reset when the server restarts. Totals are "since it last started", not lifetime, so a suspiciously low total usually means it restarted.
  • The status page pauses in a background tab. If a number looks frozen, bring the tab forward and hit Refresh.