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[PT-BENCH] 2026-08-10T11:08:09 label=nopbr-in
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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 : 0/555 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 : 555 over 8.0s
p50 : 13.62 ms (73.4 fps)
p95 : 15.38 ms (65.0 fps)
p99 : 16.20 ms (61.7 fps)
avg : 13.65 ms (73.2 fps)
min / max : 5.72 / 43.95 ms
segment frames p50 ms p95 ms p99 ms fps@p50
seg0 151 13.12 14.64 15.75 76.2
seg1 147 13.55 15.34 16.38 73.8
seg2 114 13.87 15.42 15.86 72.1
seg3 143 14.04 15.57 16.24 71.2
-- 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 1353177 (near zero = the camera was looking at nothing)
objects : p50 451
screenshot : /storage/projects/code/godot/hyper-tps/benchmarks/pt/pt-bench_2026-08-10T11-07-57_nopbr-in_shot0.png
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