Hi Creators,
Today, we’re launching the Client CPU time chart on the Performance page of Creator Analytics. Now, you can see where your CPU time is going on your players’ devices so you can pinpoint what’s making frames expensive and fix it faster.
What’s New
Client CPU time is the average time (in milliseconds) your game spends doing work on the client each frame. When this number increases, players feel it as lower frame rates, hitches, and stutters. Rendering and CPU load both impact client frame rates, so it’s important to keep CPU load low. Even with efficient rendering, 60 fps is only possible if your total CPU time is below 16ms.
You’ll find a Category dropdown on the Client CPU time chart. It works at two levels:
General Categories
With Total selected, the chart stacks the five top-level categories so you can see their relative cost at a glance:
- Scripts: Your Luau code running each frame (
RunServiceevents, garbage collection, and so on) - Networking: Replication, packet processing, and bandwidth work
- Physics: The simulation step, assemblies, and networked physics
- Animation: Animation, humanoid, and IK stepping
- Miscellaneous: UI layout,
TweenService, navigation, and other engine work
Sub-Categories
Select a single category (for example, Scripts) from the dropdown to drill into its sub-categories.
Like the rest of the Performance page, the chart shows the minute-by-minute average over your selected period, and you can filter and break down by platform, operating system and memory group.
How to Use This to Improve Your Game
- Notice the symptom: You ship your update. A few hours later, you see your client frame rate dip and your client CPU time climb. In this example, the average jumps from to ~26 ms per frame.
- Find the category: The stacked view makes it obvious that the increase isn’t spread evenly. The Scripts band covers most of the increase in time, while others stay flat. Switch the Category dropdown to Scripts. You see that one band dominates the spike: RunService.Heartbeat roughly triples after the update.
-
Take action: You go to Studio, open the MicroProfiler, and look for scripts taking up a lot of time during Heartbeat updates each frame. You discover that the new enemy system you added is running an expensive pathfinding calculation every frame instead of every few seconds. You add a throttle and redeploy.
-
Confirm the fix: After you redeploy, the Scripts band settles back down and your total Client CPU time returns to baseline. Create alerts to get notified when CPU times spikes again.
What’s Next
CPU time data is available starting from June 17, 2026 and it’s sampled from your clients so you might see spikes. We will increase data sampling in the next 2 weeks and you will see your graphs smoothing out. We’re also working on adding client memory categories next. Please let us know if you have any questions or feedback!



