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hyper-tps / benchmarks / pt / pt-bench-20260731-151757.log

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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: 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] RASTER (path tracing off), unshaded, dlss=off
[PT-BENCH] settling (max 60s): waiting for terrain quiescence + stable frame time
[PT-BENCH] settled=true after 4.1s (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_2026-07-31T15-17-59_lod-raster_shot0.png
==============================================================================
[PT-BENCH] 2026-07-31T15:18:09  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 4.1s
  camera lifted  : 2693/2693 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    : (1920, 1080)  (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         : 2693 over 6.0s
  p50            :     2.02 ms   (494.1 fps)
  p95            :     2.40 ms   (415.8 fps)
  p99            :     2.78 ms   (359.3 fps)
  avg            :     2.05 ms   (488.3 fps)
  min / max      :     1.06 / 8.59 ms

  segment      frames   p50 ms   p95 ms   p99 ms  fps@p50
  seg0            760     1.94     2.25     2.66    516.0
  seg1            716     2.05     2.47     2.85    488.3
  seg2            503     2.00     2.40     2.58    500.5
  seg3            714     2.06     2.44     2.87    484.3

-- 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_2026-07-31T15-17-59_lod-raster_shot0.png
==============================================================================
[PT-BENCH] report: /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-17-59_lod-raster.txt
[PT-BENCH] csv:    /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-17-59_lod-raster.csv