Runtime perf snapshot (FPS, frame time, camera, players)
get-render-statsCapture a read-only one-shot performance snapshot: physics FPS, frame and heartbeat timing, camera position/FOV, player count, and game time to debug client health.
Instructions
In-game performance/runtime snapshot taken at the instant of the call. Reports: the physics frame rate from workspace:GetRealPhysicsFPS(); engine timing from game:GetService('Stats') when available (FrameTime in seconds and HeartbeatTimeMs); the current camera's world position (from its CFrame) and FieldOfView; the live player count from #Players:GetPlayers(); and workspace.DistributedGameTime (server-synchronized clock). Use this for a one-shot health read while debugging (is the client dropping frames? where is the camera? how many players are present?), or to capture a baseline before/after an exploit to see its perf impact. Every field is independently pcall-guarded and reported as null when unavailable, so the tool always returns a partial snapshot rather than failing. Requires nothing beyond a live game. Returns { physicsFPS, frameTimeSeconds, heartbeatTimeMs, camera: { position, fieldOfView }, playerCount, distributedGameTime } or { error }. Signature: { threadContext: number? }. Phase: observe; cost=medium; idempotency=read-only. Requires: active-client. Produces: structured-observation, diagnostic-report. Safety: read-only. On failure: inspect tool-schema for exact fields, defaults, constraints, and an invocation example.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| threadContext | No | Optional Roblox thread identity for this call; omit it to use the server default. |