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[PT-BENCH] 2026-07-31T14:37:15 label=ridprobe
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-- 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 5s, aimed at the ground ahead
settled : true after 4.9s
camera lifted : 397/445 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 : 445 over 5.0s
p50 : 10.69 ms (93.5 fps)
p95 : 17.98 ms (55.6 fps)
p99 : 28.41 ms (35.2 fps)
avg : 11.26 ms (88.8 fps)
min / max : 2.17 / 42.26 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 114 10.89 15.39 21.61 91.8
seg1 108 10.65 18.12 28.99 93.9
seg2 108 10.65 19.89 28.63 93.9
seg3 115 10.46 18.66 27.34 95.6
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..1178
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 718752 (near zero = the camera was looking at nothing)
objects : p50 295
screenshots : none (--shots=0) — nothing corroborates these numbers
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