==============================================================================
[PT-BENCH] 2026-07-31T14:02:34 label=baseline
==============================================================================
-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_terrain_streaming_pt_noplayer.tscn
config : PT spp=2 (scene) bounces=3 (scene) vis=0 dlss=off
camera path : orbit r=140 h=70, one revolution over 30s, aimed at the ground ahead
settled : true after 5.0s
camera lifted : 1034/1187 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
!! RESOLUTION MISMATCH — asked for (1920, 1080), rendered at (1914.0, 1053.0). The window
!! manager refused the resize; do NOT compare this against a run at
!! a different size — frame time scales with pixel count.
window size : (1920, 1080) (requested (1920, 1080))
viewport rect : (1914.0, 1053.0)
render target : (1914.0, 1053.0)
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 : 1187 over 30.0s
p50 : 23.50 ms (42.6 fps)
p95 : 29.62 ms (33.8 fps)
p99 : 33.47 ms (29.9 fps)
avg : 23.58 ms (42.4 fps)
min / max : 1.82 / 66.71 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 294 23.52 26.75 32.49 42.5
seg1 294 24.72 32.34 35.75 40.5
seg2 295 23.04 28.46 34.55 43.4
seg3 304 22.80 28.68 30.94 43.9
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..1059
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 805156 (near zero = the camera was looking at nothing)
objects : p50 311
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T14-01-59_baseline_shot0.png
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T14-01-59_baseline_shot1.png
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T14-01-59_baseline_shot2.png
==============================================================================