Godot Engine v4.7.beta.custom_build.4bd871b1f (2026-07-29 21:36:19 UTC) - https://godotengine.org
Vulkan 1.4.325 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 2070
[DCTerrain] ENTER_TREE editor_hint=0 use_gpu=0 force_shared=0 prev_workers_size=0 prev_using_editor_worker=0 s_editor_refcount=0
ERROR: Connection to remote host failed!
at: connect_to_host (core/io/stream_peer_uds.cpp:88)
GDScript backtrace (most recent call first):
[0] _try_connect (res://addons/keet_social/keet_uds_client.gd:122)
[1] _ready (res://addons/keet_social/keet_uds_client.gd:40)
[2] _ready (res://autoloads/keet_service.gd:30)
ERROR: NO GRAB
at: _mouse_update_mode (platform/linuxbsd/x11/display_server_x11.cpp:588)
GDScript backtrace (most recent call first):
[0] _ready (res://scenes/test/dc_terrain_pt_flycam.gd:14)
=== RTX Status ===
Pathtracing Enabled: true
Vis Mode: 0 (Full Path Tracing)
Samples/Pixel: 1
Max Bounces: 1
DLSS: OFF
FPS: 1.0
VK RT Pipeline: true
VK Ray Query: true
==================
[RTX Test] Environment found. Pathtracing: true
[RTX Test] Controls: 0-9=vis, B=bounces, S=samples, R=toggle RT, N=cycle DLSS, P=status, F12=screenshot
[RTX Test] DLSS: OFF
[RTX Test] DLSS: OFF
[PT-BENCH] PT spp=1 bounces=1 vis=0 dlss=off
[PT-BENCH] settling (max 12s): waiting for terrain quiescence + stable frame time
[PT-BENCH] settled=true after 2.2s (chunks active=750 pending=0 collision_q=0) — measuring 2s
==============================================================================
[PT-BENCH] 2026-07-31T10:23:32 label=probe
==============================================================================
-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_terrain_streaming_pt_noplayer.tscn
config : PT spp=1 bounces=1 vis=0 dlss=off
camera path : orbit r=140 h=70, one revolution over 2s
settled : true after 2.2s
clearance lifts: 1136 (waypoints pushed up out of the SDF surface)
-- build (record this: a config difference reads as a perf difference) --
executable : /storage/projects/code/godot/nvidia-rtx-godot/bin/godot.linuxbsd.editor.x86_64
engine : 4.7-beta (custom_build)
gpu : NVIDIA GeForce RTX 2070
driver : 1.4.325
rendering : forward_plus
vk rt pipeline : true
vk ray query : true
window size : (0, 0)
viewport rect : (2.0, 2.0)
render target : (2.0, 2.0)
scaling : scaling_3d_mode=0 scale=1.00
NOTE: scaling_3d_mode reads back DLSS even in a build compiled WITHOUT it
(renderer_viewport.cpp only ERR_PRINTs). Confirm against the log:
'DLSS is not available because...' means this run had no DLSS.
-- frame time ---------------------------------------------------------
frames : 285 over 2.0s
p50 : 6.88 ms (145.3 fps)
p95 : 12.16 ms (82.2 fps)
p99 : 17.01 ms (58.8 fps)
avg : 7.03 ms (142.2 fps)
min / max : 0.88 / 19.67 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 71 6.90 11.01 14.40 144.9
seg1 73 6.85 10.89 13.25 146.0
seg2 72 6.86 10.95 13.92 145.8
seg3 69 6.95 13.62 19.67 143.9
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..1271
lod frozen : false
==============================================================================
[PT-BENCH] report: /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T10-23-32_probe.txt
[PT-BENCH] csv: /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T10-23-32_probe.csv