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[PT-BENCH] 2026-07-31T15:36:00 label=lvl-pt-before
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_level_pt_bench.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 2.1s
camera lifted : 0/1527 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 : (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 : 1527 over 4.0s
p50 : 2.45 ms (408.2 fps)
p95 : 3.37 ms (296.7 fps)
p99 : 3.88 ms (258.0 fps)
avg : 2.55 ms (392.0 fps)
min / max : 1.44 / 13.12 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 420 2.30 2.94 3.33 434.8
seg1 399 2.46 3.10 3.68 405.7
seg2 366 2.42 3.05 3.72 413.9
seg3 342 2.96 3.74 4.45 337.4
-- 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 30127 (near zero = the camera was looking at nothing)
objects : p50 197
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-35-52_lvl-pt-before_shot0.png
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