==============================================================================
[PT-BENCH] 2026-07-31T10:26:49 label=winprobe
==============================================================================
-- 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 8s
settled : true after 2.2s
clearance lifts: 4474 (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 : 1123 over 8.0s
p50 : 6.89 ms (145.1 fps)
p95 : 12.13 ms (82.5 fps)
p99 : 20.82 ms (48.0 fps)
avg : 7.13 ms (140.2 fps)
min / max : 0.49 / 38.96 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 273 6.91 13.62 24.61 144.8
seg1 285 6.89 11.68 18.22 145.1
seg2 279 6.88 12.98 21.21 145.3
seg3 286 6.89 11.40 20.31 145.1
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..1046
lod frozen : false
==============================================================================