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