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[PT-BENCH] 2026-07-31T15:34:43 label=scout
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_level_pt_bench.tscn
config : RASTER (path tracing off), unshaded, dlss=off
camera path : STATIC at waypoint 0, aimed at the ground ahead
settled : true after 3.8s
camera lifted : 0/1933 frames pushed up out of the SDF surface
min clearance : inf
-- 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 : 1933 over 4.0s
p50 : 1.79 ms (559.6 fps)
p95 : 2.71 ms (368.6 fps)
p99 : 3.34 ms (299.7 fps)
avg : 1.93 ms (518.4 fps)
min / max : 1.46 / 10.17 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 509 1.83 2.65 3.17 547.6
seg1 484 1.95 3.09 3.78 513.3
seg2 387 1.77 2.57 3.00 565.0
seg3 553 1.69 2.38 3.01 592.8
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 0 (non-zero = streaming was still working)
active chunks : 0..0
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 1353179 (near zero = the camera was looking at nothing)
objects : p50 452
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-34-34_scout_shot0.png
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