Source: https://gameye.com/glossary/monitoring/

---
title: "Monitoring | Gameye"
description: "Monitoring tracks known metrics — CPU, memory, session counts, latency — and alerts on threshold breaches so teams catch problems before players notice."
---

# Monitoring

There are two ways that you can find potential problems with your game: monitoring and observability. Monitoring is where you collect data about your game, like logs. You use this data to either look at long-term trends or create alerts.

### How might you use monitoring?

Once you’re collecting data about your game and session, you could set up an alert if a session is nearing your CPU limit. Or maybe you review your logs to find your average match length.

### How do monitoring and observability differ?

The two are very similar. It’s best to think of monitoring as reactive, while observability is proactive. Monitoring is essentially making sure that you are collecting the data you need in a way you can review. While observability is about showing you underlying problems.

Building a multiplayer game? Gameye hosts dedicated game servers: ship your server as a Docker container and start one per match with a single API call, in a region near your players.

[See how it works &rarr;](https://gameye.com/how-it-works/)

[Back to Glossary](https://gameye.com/glossary/)

## Related terms
