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[PT-BENCH] 2026-07-31T18:02:08 label=lod-final
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_level_pt_bench.tscn
config : PT spp=2 (scene) bounces=3 (scene) vis=0 dlss=off
camera path : STATIC at waypoint 0, aimed at the ground ahead
settled : true after 11.1s
camera lifted : 0/36 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 : 36 over 4.0s
p50 : 91.23 ms (11.0 fps)
p95 : 97.06 ms (10.3 fps)
p99 : 193.40 ms (5.2 fps)
avg : 88.86 ms (11.3 fps)
min / max : 3.93 / 193.40 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 11 89.94 193.40 193.40 11.1
seg1 11 91.52 97.06 97.06 10.9
seg2 2 81.23 84.38 84.38 12.3
seg3 12 91.36 96.90 96.90 10.9
-- 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 30125 (near zero = the camera was looking at nothing)
objects : p50 196
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-07-31T18-01-51_lod-final_shot0.png
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