Dashboard

Reliability and cost

How the SDK protects gameplay and keeps request volume low.

Last updated Sep 29, 2026

Reliability

  • Gameplay is never blocked. Every SDK call is isolated: a failure warns once and is swallowed.
  • Bounded memory. The queue holds 5,000 events and drops the oldest during a long outage. Watch droppedEvents in stats().
  • Retries. Exponential backoff with jitter, honouring Retry-After, and never more than 4 requests per second per server (Roblox allows 500 per minute).

Batching

Up to 100 events (about 200 KB) go in each request. A full batch sends immediately and a partial one waits for the flush interval. An idle server runs no timers. Each event is about 300 bytes on the wire and takes a few microseconds to record.

Keeping volume down

  • Send positions on meaningful events, not per frame.
  • Do not sample events you need for exact funnel counts.
  • Keep metadata small; it is capped at 8 KiB per event.