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[PT-BENCH] 2026-07-31T15:24:42 label=lod-pt-before
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_terrain_streaming_pt_noplayer.tscn
config : PT spp=2 (scene) bounces=3 (scene) vis=8 dlss=off
camera path : STATIC at waypoint 0, aimed at the ground ahead
settled : true after 4.2s
camera lifted : 1748/1748 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 : (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 : 1748 over 6.0s
p50 : 2.81 ms (356.0 fps)
p95 : 3.83 ms (261.4 fps)
p99 : 4.21 ms (237.5 fps)
avg : 3.03 ms (330.3 fps)
min / max : 1.09 / 7.73 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 579 2.56 2.89 3.44 390.9
seg1 524 2.67 3.62 3.79 374.5
seg2 229 3.41 3.92 4.41 293.3
seg3 416 3.59 3.94 4.35 278.5
-- 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 592842 (near zero = the camera was looking at nothing)
objects : p50 269
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-24-30_lod-pt-before_shot0.png
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