• @9point6
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    3 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

    • @[email protected]
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      523 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
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        313 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.

        • @TheEntity
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          103 months ago

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

          • @rtxn
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            93 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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              23 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.