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efficient game design rule (lemmy.blahaj.zone)
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[-] 9point6@lemmy.world 73 points 1 month ago* (last edited 1 month 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 51 points 1 month 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 31 points 1 month 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.

[-] TheEntity@lemmy.world 10 points 1 month ago

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

[-] rtxn@lemmy.world 9 points 1 month ago

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

[-] The_Decryptor@aussie.zone 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.

[-] fallingcats@discuss.tchncs.de 8 points 1 month ago

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

this post was submitted on 19 Sep 2024
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