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[PT-BENCH] 2026-07-31T11:08:12 label=baseline
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-- 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 4.3s
camera lifted : 16786/19092 frames pushed up out of the SDF surface
min clearance : 11.4
-- 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 : 19092 over 30.0s
p50 : 1.40 ms (712.3 fps)
p95 : 1.88 ms (532.8 fps)
p99 : 4.93 ms (202.6 fps)
avg : 1.52 ms (655.8 fps)
min / max : 0.86 / 30.66 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 5203 1.28 1.65 4.13 778.8
seg1 4823 1.42 1.87 5.10 704.7
seg2 4432 1.52 1.98 4.67 656.6
seg3 4634 1.41 2.01 5.64 709.7
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..1110
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 790234 (near zero = the camera was looking at nothing)
objects : p50 310
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T11-07-38_baseline_shot0.png
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T11-07-38_baseline_shot1.png
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T11-07-38_baseline_shot2.png
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