this post was submitted on 19 Sep 2024
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[–] [email protected] 102 points 2 months ago (12 children)

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

[–] [email protected] 86 points 2 months 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.

[–] [email protected] 73 points 2 months ago* (last edited 2 months 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

[–] [email protected] 51 points 2 months 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.

[–] [email protected] 31 points 2 months 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.

[–] [email protected] 10 points 2 months ago (1 children)

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

[–] [email protected] 9 points 2 months ago (1 children)

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

[–] [email protected] 2 points 1 month 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.

[–] [email protected] 8 points 2 months ago

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

[–] [email protected] 37 points 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.

[–] [email protected] 24 points 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"

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