==============================================================================
[PT-BENCH] 2026-07-31T10:23:32 label=probe
==============================================================================
-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_terrain_streaming_pt_noplayer.tscn
config : PT spp=1 bounces=1 vis=0 dlss=off
camera path : orbit r=140 h=70, one revolution over 2s
settled : true after 2.2s
clearance lifts: 1136 (waypoints pushed up out of the SDF surface)
-- 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 : (0, 0)
viewport rect : (2.0, 2.0)
render target : (2.0, 2.0)
scaling : scaling_3d_mode=0 scale=1.00
NOTE: scaling_3d_mode reads back DLSS even in a build compiled WITHOUT it
(renderer_viewport.cpp only ERR_PRINTs). Confirm against the log:
'DLSS is not available because...' means this run had no DLSS.
-- frame time ---------------------------------------------------------
frames : 285 over 2.0s
p50 : 6.88 ms (145.3 fps)
p95 : 12.16 ms (82.2 fps)
p99 : 17.01 ms (58.8 fps)
avg : 7.03 ms (142.2 fps)
min / max : 0.88 / 19.67 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 71 6.90 11.01 14.40 144.9
seg1 73 6.85 10.89 13.25 146.0
seg2 72 6.86 10.95 13.92 145.8
seg3 69 6.95 13.62 19.67 143.9
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..1271
lod frozen : false
==============================================================================