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[PT-BENCH] 2026-07-31T15:43:50 label=lvl-raster-lit
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_level_pt_bench.tscn
config : RASTER (path tracing off), dlss=off
camera path : STATIC at waypoint 0, aimed at the ground ahead
settled : true after 2.4s
camera lifted : 0/256 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 : 256 over 4.0s
p50 : 13.94 ms (71.7 fps)
p95 : 15.71 ms (63.7 fps)
p99 : 16.62 ms (60.2 fps)
avg : 14.01 ms (71.4 fps)
min / max : 3.73 / 35.30 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 73 13.68 15.34 26.09 73.1
seg1 71 14.11 15.73 16.62 70.9
seg2 43 13.57 14.99 15.12 73.7
seg3 69 14.40 15.89 35.30 69.4
-- 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 1432285 (near zero = the camera was looking at nothing)
objects : p50 461
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T15-43-42_lvl-raster-lit_shot0.png
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