==============================================================================
[PT-BENCH] 2026-07-31T10:53:41 label=baseline
==============================================================================
-- 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 30s
settled : true after 5.5s
camera lifted : 17479/19796 frames pushed up out of the SDF surface
min clearance : 11.5
-- 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 : (1274, 693)
viewport rect : (1274.0, 693.0)
render target : (1274.0, 693.0)
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 : 19796 over 30.0s
p50 : 1.41 ms (711.2 fps)
p95 : 1.80 ms (555.2 fps)
p99 : 4.43 ms (225.6 fps)
avg : 1.52 ms (659.8 fps)
min / max : 0.85 / 36.30 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 5357 1.30 1.70 4.19 767.5
seg1 4852 1.42 1.81 5.07 705.7
seg2 4695 1.52 1.88 3.79 659.6
seg3 4892 1.39 1.81 5.03 717.4
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..1094
lod frozen : false
==============================================================================