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[PT-BENCH] 2026-08-10T10:19:49 label=map-cold
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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 30s, aimed at the ground ahead
settled : true after 4.5s
camera lifted : 2549/2549 frames pushed up out of the SDF surface
min clearance : 10.2
-- 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 : 2549 over 30.0s
p50 : 11.70 ms (85.5 fps)
p95 : 13.80 ms (72.5 fps)
p99 : 17.70 ms (56.5 fps)
avg : 11.67 ms (85.7 fps)
min / max : 2.63 / 37.00 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 636 11.54 14.78 27.39 86.7
seg1 646 11.85 13.56 14.45 84.4
seg2 638 11.46 13.30 13.90 87.2
seg3 629 12.03 14.28 16.27 83.1
-- streaming during measurement ---------------------------------------
premesh pending: p50 0, max 4 (non-zero = streaming was still working)
active chunks : 32..793
lod frozen : false
-- what was actually on screen ----------------------------------------
primitives : p50 102292 (near zero = the camera was looking at nothing)
objects : p50 176
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T10-19-14_map-cold_shot0.png
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