Godot Engine v4.7.beta.custom_build.cef55bf3e (2026-07-31 18:49:02 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: Parameter "p_ptr" is null.
at: free_static (core/os/memory.cpp:174)
=== 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] RASTER (path tracing off), unshaded, dlss=off
[PT-BENCH] settling (max 60s): waiting for terrain quiescence + stable frame time
[PT-BENCH] settled=true after 3.0s (chunks active=750 pending=0 collision_q=0) — measuring 6s
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)
[PT-BENCH] shot 0 at t=0.50 (cam (140.0, 79.76118, -0.000001)): /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-16-31_lod-raster_shot0.png
==============================================================================
[PT-BENCH] 2026-07-31T15:16:41 label=lod-raster
==============================================================================
-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_terrain_streaming_pt_noplayer.tscn
config : RASTER (path tracing off), unshaded, dlss=off
camera path : STATIC at waypoint 0, aimed at the ground ahead
settled : true after 3.0s
camera lifted : 2692/2692 frames pushed up out of the SDF surface
min clearance : 12.2
-- 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 : (1914, 1053) (requested (1920, 1080))
viewport rect : (1914.0, 1053.0)
render target : (1914.0, 1053.0)
scaling : scaling_3d_mode=0 scale=1.00
NOTE: scaling_3d_mode reads back the DLSS mode even in a build compiled
WITHOUT DLSS (renderer_viewport.cpp only ERR_PRINTs). The log, not
this field, is the authority on whether DLSS actually ran.
-- frame time ---------------------------------------------------------
frames : 2692 over 6.0s
p50 : 2.02 ms (494.6 fps)
p95 : 2.39 ms (418.1 fps)
p99 : 2.85 ms (351.1 fps)
avg : 2.06 ms (486.4 fps)
min / max : 1.26 / 36.31 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 749 1.89 2.33 2.71 528.5
seg1 719 2.04 2.46 2.85 490.2
seg2 508 2.01 2.33 2.79 497.5
seg3 716 2.06 2.44 2.85 486.1
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..750
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 871078 (near zero = the camera was looking at nothing)
objects : p50 328
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-16-31_lod-raster_shot0.png
==============================================================================
[PT-BENCH] report: /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-16-31_lod-raster.txt
[PT-BENCH] csv: /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-16-31_lod-raster.csv