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[PT-BENCH] 2026-07-31T15:16:41 label=lod-raster
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_terrain_streaming_pt_noplayer.tscn
config : RASTER (path tracing off), unshaded, dlss=off
camera path : STATIC at waypoint 0, aimed at the ground ahead
settled : true after 3.0s
camera lifted : 2692/2692 frames pushed up out of the SDF surface
min clearance : 12.2
-- 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 : (1914, 1053) (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 : 2692 over 6.0s
p50 : 2.02 ms (494.6 fps)
p95 : 2.39 ms (418.1 fps)
p99 : 2.85 ms (351.1 fps)
avg : 2.06 ms (486.4 fps)
min / max : 1.26 / 36.31 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 749 1.89 2.33 2.71 528.5
seg1 719 2.04 2.46 2.85 490.2
seg2 508 2.01 2.33 2.79 497.5
seg3 716 2.06 2.44 2.85 486.1
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 750..750
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 871078 (near zero = the camera was looking at nothing)
objects : p50 328
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-16-31_lod-raster_shot0.png
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