Add network quality metrics to gaming SDK perf monitoring
- Dominant language
- Python
- Stars
- 44.8k
- Forks
- 4.9k
- Avg merge
- 21h 10m
- Merged PRs (30d)
- 635
Description
Sentry's performance monitoring is span/transaction-based and does not capture network quality metrics such as round-trip latency (ping) or packet loss. Gaming customers want these signals correlated with crash and performance data.
- Current perf monitoring covers HTTP timing, DB spans, and custom spans
- No built-in instrumentation for raw network quality (RTT, jitter, packet loss)
- High-frequency polling could cause significant event volume; sampling strategy is required
Add an opt-in network quality monitoring API to the gaming SDKs (Xbox, PlayStation, Unity, Unreal) that captures ping/RTT and packet loss as custom metrics or sampled spans, with configurable sample rates to control event volume.
Reported by a gaming console customer (Triiodide Technologies).
Action taken on behalf of Richard Propst.
Contributor guide
Research direction
Start by reviewing the existing span/transaction performance monitoring in the Xbox, PlayStation, Unity, and Unreal gaming SDKs. Define how opt-in RTT and packet-loss measurements should be represented, sampled, and correlated with crash and performance data. Done means the supported SDKs expose configurable network-quality monitoring without uncontrolled event volume.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- unity, unreal-engine
- Domain
- game-dev, observability-sre, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100