(⬤ᴥ⬤)@lemmy.blahaj.zone to 196@lemmy.blahaj.zone · 4 months agoefficient game design rulelemmy.blahaj.zoneimagemessage-square4fedilinkarrow-up13arrow-down10
arrow-up13arrow-down1imageefficient game design rulelemmy.blahaj.zone(⬤ᴥ⬤)@lemmy.blahaj.zone to 196@lemmy.blahaj.zone · 4 months agomessage-square4fedilink
minus-squareZwiebel@feddit.orglinkfedilinkEnglisharrow-up1·4 months agoThat can happen with any program, and should be a simple fix on the dev side
minus-squaremogoh@lemmy.mllinkfedilinkarrow-up1·4 months agoIt is also something that can happen easily. Just program to log an error and then the error happens unexpected every frame.
minus-square9point6@lemmy.worldlinkfedilinkarrow-up1·edit-24 months agoSo 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
minus-squaremogoh@lemmy.mllinkfedilinkarrow-up1·4 months agoYeah, that does not add up, you are right. There must be several error or it must include the stacktrace or something.
That can happen with any program, and should be a simple fix on the dev side
It is also something that can happen easily. Just program to log an error and then the error happens unexpected every frame.
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
Yeah, that does not add up, you are right. There must be several error or it must include the stacktrace or something.