Godot Engine v4.7.beta.custom_build.3bb2c0245 (2026-07-31 19:23:49 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), 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:393)
[1] _process_settle (res://scenes/test/pt_bench.gd:339)
[2] _process (res://scenes/test/pt_bench.gd:331)
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:395)
[1] _process_settle (res://scenes/test/pt_bench.gd:339)
[2] _process (res://scenes/test/pt_bench.gd:331)
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:396)
[1] _process_settle (res://scenes/test/pt_bench.gd:339)
[2] _process (res://scenes/test/pt_bench.gd:331)
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:397)
[1] _process_settle (res://scenes/test/pt_bench.gd:339)
[2] _process (res://scenes/test/pt_bench.gd:331)
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:398)
[1] _process_settle (res://scenes/test/pt_bench.gd:339)
[2] _process (res://scenes/test/pt_bench.gd:331)