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[PT-BENCH] 2026-08-10T09:47:50 label=map-probe
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_terrain_map_pt_bench.tscn
config : PT spp=1 bounces=1 vis=0 dlss=off
camera path : orbit r=140 h=70, one revolution over 8s, aimed at the ground ahead
settled : true after 5.5s
camera lifted : 709/709 frames pushed up out of the SDF surface
min clearance : 10.1
-- 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 : (1908, 1026) (requested (1914, 1053))
viewport rect : (1908.0, 1026.0)
render target : (1908.0, 1026.0)
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 : 709 over 8.0s
p50 : 10.86 ms (92.1 fps)
p95 : 13.32 ms (75.1 fps)
p99 : 16.55 ms (60.4 fps)
avg : 10.97 ms (91.2 fps)
min / max : 1.91 / 30.66 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 188 10.36 12.99 23.42 96.5
seg1 182 10.86 13.06 18.09 92.1
seg2 166 10.69 12.23 12.88 93.6
seg3 173 11.47 14.28 17.20 87.2
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 4 (non-zero = streaming was still working)
active chunks : 4..212
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 54906 (near zero = the camera was looking at nothing)
objects : p50 159
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T09-47-37_map-probe_shot0.png
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