What drags sim speed down?
Sim speed every second, with the lowest point of each 10 seconds. Every slow frame is split by phase: entities, physics, network and plugins.
The Torch plugin reads sim speed (1.0 means 60 updates a second) and the time in each simulation phase, PCU per player, grid counts, and sessions and playtime.
See when sim speed drops below 1.0 and which part of the simulation it went on, how PCU grows, and who keeps coming back.
Free for one server. No card needed.
What the demo dashboard answers for this game.
Sim speed every second, with the lowest point of each 10 seconds. Every slow frame is split by phase: entities, physics, network and plugins.
Total PCU over time, and how it's spread across players.
Grid counts, large and small, static and moving, over time.
Day-1, day-7 and day-30 retention for every week of new players.
Tebex revenue by package.
Players online through the week, for events and cleanups.
A Torch plugin for the Space Engineers dedicated server. Players install nothing.
No install yet? Basic mode reads A2S on the game port (27016 by default). Check any Space Engineers server with the free server status checker.
Plugin-specific payment and gamemode integrations for Space Engineers are planned. The general dashboard and payments log work today.
Sim speed is the ratio of real to expected simulation speed. At 1.0 the server runs 60 updates a second; at 0.5 every thruster, piston and projectile moves at half speed for everyone on the server.
ServerStats samples it every second and keeps the lowest sample of each 10 seconds, so short dips don't vanish into an average. Every frame over the lag-spike threshold is split into the phase that took it: entities (grids, blocks, programmable blocks, mods' components), physics, game logic, network or Torch plugins.
Space Engineers keeps no per-grid or per-mod timings, so a spike names the phase, not the grid. PCU and grid counts sit beside the phase split, so you can tell a physics problem from too many grids.
Works with
<!-- Unzip into Torch's Plugins/ and start Torch once, then: --> <ClaimCode>SS-XXXX-XXXX-XXXX</ClaimCode> <!-- and restart, or as an admin in chat: !serverstats claim <code> -->
The ratio of real to expected simulation speed. 1.0 is 60 updates a second. Below that, everything slows down for players.
ServerStats splits every slow frame into entities, physics, game logic, network and plugins, and shows it next to PCU, grid and block counts, so you can tell a physics problem from too many grids.
Yes. The plugin runs on Torch, the server wrapper most community servers already use.
Yes. It records total PCU and how it's spread across players.
No.
Free covers one server with 24 hours of history, forever, with no card. Operator is $9.99 a month for 10 servers and 90 days of history, which you need for week-on-week trends and D7 or D30 retention. Yearly billing gives two months free.
One ServerStats account covers every game you run.