• mogoh@lemmy.ml
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    12 hours ago

    It is also something that can happen easily. Just program to log an error and then the error happens unexpected every frame.

    • 9point6@lemmy.world
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      12 hours ago

      So

      300×1024×1024= 314,572,800kb

      Assuming something like 200 bytes per log line

      x5 = 1,572,864,000 logs

      Assuming this is your standard console port with a 60fps frame rate lock:

      ÷60fps ÷ 60 seconds ÷ 60 minutes ÷ 24h = 303.407… days

      You would need to play for nearly a year solid to generate that many logs at a rate of one per frame.

      Given that’s probably not what’s happened, this is a particularly impressive rate of erroring

      • mogoh@lemmy.ml
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        12 hours ago

        Yeah, that does not add up, you are right. There must be several error or it must include the stacktrace or something.

        • rtxn@lemmy.world
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          11 hours ago

          It’s possible that the log writer wanted to fseek to the end of the file and write something, but the target pointer value was somehow corrupted. Depending on the OS, the file might end up having a fuckton of zeroes in the skipped part.

            • rtxn@lemmy.world
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              11 hours ago

              Theoretically, yes. Theoretically NTFS supports sparse files, but I don’t know if the feature is enabled by default.

    • dustyData@lemmy.world
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      11 hours ago

      It’s a crash log, not an error log. It’s probably dumping the entire memory stack to text instead of a bin dump every time it crashed. I would also suspect the crash handler is appending to the log instead of deleting old crashes and just keeping the latest. At several dozen gigas of RAM it would just take a couple of game crashes to fill up the 300GB.

    • I Cast Fist@programming.dev
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      12 hours ago

      To happen every frame without crashing the game, it’s more likely a warning ⚠️ “Warning, the texture is named 1.png instead of 1.PNG”