The NetworkPerformance module provides custom monitors that can be viewed in Godot's performance profiler. These monitors help diagnose networking and rollback overhead.
Network loop duration
Measures the time spent in the network tick loop. Note that this includes time spent in the rollback loop. This value is updated once per tick loop and is not reset to zero after the loop runs, so it may show a non-zero value even when the loop is idle.
Rollback loop duration
Measures the total time spent in the last rollback loop, including all its steps. This value will be zero if rollback is disabled, no nodes use rollback, or no players have joined.
Network ticks simulated
Measures how many ticks were run in the last network tick loop.
- If game FPS > network tickrate: This value should be consistently
1. - If this value is consistently higher than
1: The game is running slower than the network tickrate and is attempting to catch up by running multiple ticks per frame.
Rollback ticks simulated
Measures the number of rollback ticks run in the last rollback loop. This value correlates with network latency: higher latency typically results in more rollback ticks being simulated. High values indicate more work for the rollback system, which can impact performance.
Rollback tick duration
Provides the average time spent simulating a single tick during the last rollback loop. Use this to distinguish between whether performance issues are caused by the number of ticks being simulated or the computational cost of individual ticks.