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hyper-tps / benchmarks / pt / pt-bench-20260810-101912.log

126 lines · log ref:
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=1 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)
[MapDCTerrain] Standalone: fly camera
DCTerrain::rebuild() gen=1 has_workers=true generator=built-in gpu_shader=yes
DCTerrain::rebuild() gen=2 has_workers=true generator=built-in gpu_shader=yes
[MapDCTerrain] Ready — terrain + sky + clouds + creatures
[PT-BENCH] no camera at ../MapDCTerrain/Camera3D; bound the current camera instead: /root/DCTerrainMapPTBench/MapDCTerrain/@Camera3D@13
[PT-BENCH] PT spp=1 bounces=1 vis=0 dlss=off
[PT-BENCH] settling (max 60s): waiting for terrain quiescence + stable frame time
DCCompute: GPU compute initialized on dedicated thread
DCGpuThread: Initializing GPU mesh pipeline...
DCGpuMeshPipeline: Compiled edge_classify.glsl
DCGpuMeshPipeline: Compiled scan_blocks.glsl
DCGpuMeshPipeline: Compiled scan_single.glsl
DCGpuMeshPipeline: Compiled scan_propagate.glsl
DCGpuMeshPipeline: Compiled stream_compact_index.glsl
DCGpuMeshPipeline: Compiled prepare_dispatch.glsl
DCGpuMeshPipeline: Compiled voxel_classify.glsl
DCGpuMeshPipeline: Compiled bake_planeset.glsl
DCGpuMeshPipeline: Compiled qef_solve.glsl
DCGpuMeshPipeline: Compiled quad_emit.glsl
DCGpuMeshPipeline: Compiled edge_intersect
DCGpuThread: GPU mesh pipeline ready
DCGpuThread: GPU compute ready, entering dispatch loop
DCGpuMeshPipeline: Allocated buffers for grid 32^3 (~9.5 MB)
ERROR: Raytracing: no usable TLAS uniform set for this frame - skipping the trace.
   at: _render_scene (servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp:2545)
[MapDCTerrain] Terrain ready (active: 15)
[PT-BENCH] settled=true after 4.5s (chunks active=288 pending=0 collision_q=0) — measuring 30s
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)
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, 84.43167, 0.092627)): /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T10-19-14_map-cold_shot0.png
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] 2026-08-10T10:19:49  label=map-cold
==============================================================================

-- run ----------------------------------------------------------------
  scene          : res://scenes/test/dc_terrain_map_pt_bench.tscn
  config         : PT spp=1 bounces=1 vis=0 dlss=off
  camera path    : orbit r=140 h=70, one revolution over 30s, aimed at the ground ahead
  settled        : true after 4.5s
  camera lifted  : 2549/2549 frames pushed up out of the SDF surface
  min clearance  : 10.2  

-- 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    : (1908, 1026)  (requested (1914, 1053))
  viewport rect  : (1908.0, 1026.0)
  render target  : (1908.0, 1026.0)
  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         : 2549 over 30.0s
  p50            :    11.70 ms   (85.5 fps)
  p95            :    13.80 ms   (72.5 fps)
  p99            :    17.70 ms   (56.5 fps)
  avg            :    11.67 ms   (85.7 fps)
  min / max      :     2.63 / 37.00 ms

  segment      frames   p50 ms   p95 ms   p99 ms  fps@p50
  seg0            636    11.54    14.78    27.39     86.7
  seg1            646    11.85    13.56    14.45     84.4
  seg2            638    11.46    13.30    13.90     87.2
  seg3            629    12.03    14.28    16.27     83.1

-- streaming during measurement ---------------------------------------
  premesh pending: p50 0, max 4  (non-zero = streaming was still working)
  active chunks  : 32..793
  lod frozen     : false

-- what was actually on screen ----------------------------------------
  primitives     : p50 102292  (near zero = the camera was looking at nothing)
  objects        : p50 176
  screenshot     : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T10-19-14_map-cold_shot0.png
==============================================================================
[PT-BENCH] report: /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T10-19-14_map-cold.txt
[PT-BENCH] csv:    /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T10-19-14_map-cold.csv
DCGpuThread: Shutdown complete
WARNING: 1 RID of type "Pipeline" was leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8921)
WARNING: 3 RIDs of type "Compute" were leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8923)
WARNING: 1 RID of type "UniformSet" was leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8921)
WARNING: 1 RID of type "StorageBuffer" was leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8921)
WARNING: 2 RIDs of type "UniformBuffer" were leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8923)
WARNING: 4 RIDs of type "Shader" were leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8923)
WARNING: 1 RID of type "VertexArray" was leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8921)
WARNING: 1 RID of type "VertexBuffer" was leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8921)
WARNING: 3 RIDs of type "Sampler" were leaked.
   at: _free_rids (servers/rendering/rendering_device.cpp:8923)
WARNING: 9 RIDs of type "Texture" were leaked.
   at: finalize (servers/rendering/rendering_device.cpp:9139)