You are viewing a single thread.
View all comments View context
79 points

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

permalink
report
parent
reply
69 points
*

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

permalink
report
parent
reply
48 points

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

permalink
report
parent
reply
30 points

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.

permalink
report
parent
reply
8 points

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

permalink
report
parent
reply
36 points

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.

permalink
report
parent
reply
24 points

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”

permalink
report
parent
reply