this post was submitted on 19 Sep 2024
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[–] Zwiebel@feddit.org 93 points 17 hours ago (11 children)

That can happen with any program, and should be a simple fix on the dev side

[–] mogoh@lemmy.ml 72 points 16 hours ago (3 children)

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 63 points 16 hours ago* (last edited 16 hours ago) (2 children)

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 43 points 16 hours ago (1 children)

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 28 points 16 hours ago (1 children)

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.

[–] TheEntity@lemmy.world 10 points 15 hours ago (1 children)

That should result in a sparse file on any sane filesystem, right?

[–] rtxn@lemmy.world 7 points 15 hours ago

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

[–] fallingcats@discuss.tchncs.de 8 points 14 hours ago

If you're getting a stack trace every frame youd be there much sooner. Maybe like a week.`

[–] dustyData@lemmy.world 32 points 15 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.

[–] ICastFist@programming.dev 22 points 16 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"

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