• Zwiebel@feddit.org
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    2 months ago

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

    • mogoh@lemmy.ml
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      2 months 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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        2 months 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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          2 months 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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            2 months 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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                2 months ago

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

                • The_Decryptor
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                  2 months ago

                  It supports it, but it’s opt-in by apps.

                  Enabling compression is another option (Though with a speed and size penalty), it’s user visible at least.

      • dustyData@lemmy.world
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        2 months 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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        2 months 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”

    • thawed_caveman@lemmy.world
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      2 months ago

      I vaguely remember the Nvidia driver generating tons of log files, so many that they piled up over years and filled my drive