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[PT-BENCH] 2026-08-10T11:04:56 label=pbr-pt
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-- run ----------------------------------------------------------------
scene : res://scenes/test/dc_level_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 2.7s
camera lifted : 0/4094 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 : (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 : 4094 over 8.0s
p50 : 1.71 ms (586.5 fps)
p95 : 3.37 ms (296.9 fps)
p99 : 4.69 ms (213.1 fps)
avg : 1.78 ms (562.7 fps)
min / max : 0.67 / 12.72 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 931 2.08 3.70 5.01 480.1
seg1 1360 1.40 2.55 3.46 716.8
seg2 954 1.07 2.56 3.31 934.6
seg3 849 2.33 4.17 6.35 429.6
-- 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 30129 (near zero = the camera was looking at nothing)
objects : p50 196
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T11-04-43_pbr-pt_shot0.png
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