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
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] PBR atlases: gloss 43/66, glow 11/66, normal 43/66 layers
[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 1709 ms (rebuild 52.7 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] RASTER (path tracing off), dlss=off
[PT-BENCH] settling (max 60s): waiting for terrain quiescence + stable frame time
[PT-BENCH] settled=true after 2.4s (chunks active=0 pending=0 collision_q=0) — measuring 8s
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 (0.0, 8.0, 0.0)): /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T11-05-45_pbr-in_shot0.png
==============================================================================
[PT-BENCH] 2026-08-10T11:05:58 label=pbr-in
==============================================================================
-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_level_pt_bench.tscn
config : RASTER (path tracing off), dlss=off
camera path : STATIC at waypoint 0, aimed at the ground ahead
settled : true after 2.4s
camera lifted : 0/479 frames pushed up out of the SDF surface
min clearance : inf
-- 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 : 479 over 8.0s
p50 : 15.45 ms (64.7 fps)
p95 : 16.86 ms (59.3 fps)
p99 : 17.96 ms (55.7 fps)
avg : 15.38 ms (65.0 fps)
min / max : 3.11 / 33.16 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 132 14.96 16.56 30.71 66.9
seg1 128 15.67 16.94 17.23 63.8
seg2 89 15.29 17.35 32.44 65.4
seg3 130 15.62 16.80 17.15 64.0
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 0..0
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 1432283 (near zero = the camera was looking at nothing)
objects : p50 460
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T11-05-45_pbr-in_shot0.png
==============================================================================
[PT-BENCH] report: /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T11-05-45_pbr-in.txt
[PT-BENCH] csv: /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T11-05-45_pbr-in.csv
WARNING: 2 RIDs of type "Shader" were leaked.
at: _free_rids (servers/rendering/rendering_device.cpp:8923)