Godot Engine v4.7.beta.custom_build.421b6073f (2026-07-31 18:57:29 UTC) - https://godotengine.org
Vulkan 1.4.325 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 2070
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)
[QuakeImport] stamped=1183 (sky_solid=19) skipped=91 degenerate=0 liquids=7 teleports=7 materials=66 lights=267 carve=false content={ "solid": 1164, "sky": 19, "water": 3, "lava": 4, "teleport": 7, "clip": 14, "trigger": 25 } extent(u)=(2944.0, 1235.0, 3056.0)
[MapDCLevel] WAD atlas: 66 layers
[MapDCLevel] projection table: 7044 entries
[MapDCLevel] sky texture SKY1 at native 256x128
[MapDCLevel] emissive sky materials: [8.0] (emission 2.0)
[MapDCLevel] sky area lights: 19 (energy 4.0, 19 textured)
[Rtlights] 201 lights (136 shadow-eligible, budget 16; skipped 0 baked-only, 0 dark) from start.rtlights
[MapDCLevel] rtlights: 201 loaded — .MAP light entities replaced
[MapDCLevel] liquids 7/7 | teleporters 8 wired (4 dests) + 7 pads | doors 5
[MapDCLevel] import: 1183 brushes stamped in 611 ms (rebuild 49.5 ms)
[MapDCLevel] triangles 13175 target 13175 OK
[MapDCLevel] faces 6712 target 6712 OK
[MapDCLevel] colliders 1164 target 1164 OK
[MapDCLevel] sky_brushes 19 target 19 OK
[MapDCLevel] area 34288.0 target 34288.0 m^2
[MapDCLevel] normal dev 0.0007 target <=0.0340 deg (sharp edges)
[MapDCLevel] brushes=1183 faces_removed=2645 faces_fragmented=866 vertices=26599
[MapDCLevel] winding 0.0% godot 0.0% OK
[MapDCLevel] placeholder floor removed — level geometry is authoritative
=== 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=2 (scene) bounces=3 (scene) vis=0 dlss=off
[PT-BENCH] settling (max 60s): waiting for terrain quiescence + stable frame time
ERROR: [PT-BENCH] ABORT — render target is (2.0, 2.0) (window (0, 0)), below the 256 px floor.
at: push_error (core/variant/variant_utility.cpp:1023)
GDScript backtrace (most recent call first):
[0] _check_render_size (res://scenes/test/pt_bench.gd:388)
[1] _process_settle (res://scenes/test/pt_bench.gd:334)
[2] _process (res://scenes/test/pt_bench.gd:326)
ERROR: [PT-BENCH] The window has no usable geometry, so this run would measure an
at: push_error (core/variant/variant_utility.cpp:1023)
GDScript backtrace (most recent call first):
[0] _check_render_size (res://scenes/test/pt_bench.gd:390)
[1] _process_settle (res://scenes/test/pt_bench.gd:334)
[2] _process (res://scenes/test/pt_bench.gd:326)
ERROR: [PT-BENCH] empty framebuffer. Under a tiling WM the window is probably a
at: push_error (core/variant/variant_utility.cpp:1023)
GDScript backtrace (most recent call first):
[0] _check_render_size (res://scenes/test/pt_bench.gd:391)
[1] _process_settle (res://scenes/test/pt_bench.gd:334)
[2] _process (res://scenes/test/pt_bench.gd:326)
ERROR: [PT-BENCH] background tab: make it visible (i3: float it and give it a size)
at: push_error (core/variant/variant_utility.cpp:1023)
GDScript backtrace (most recent call first):
[0] _check_render_size (res://scenes/test/pt_bench.gd:392)
[1] _process_settle (res://scenes/test/pt_bench.gd:334)
[2] _process (res://scenes/test/pt_bench.gd:326)
ERROR: [PT-BENCH] and re-run. scripts/pt-bench.sh does this automatically.
at: push_error (core/variant/variant_utility.cpp:1023)
GDScript backtrace (most recent call first):
[0] _check_render_size (res://scenes/test/pt_bench.gd:393)
[1] _process_settle (res://scenes/test/pt_bench.gd:334)
[2] _process (res://scenes/test/pt_bench.gd:326)