| ▲ | hsbauauvhabzb a day ago | ||||||||||||||||||||||
Did you/he ever consider redundant allocation for high value content and hash checks for low value assets that are still important? I imagine the largest volume of game memory consumption is media assets which if corrupted would really matter, and the storage requirement for important content would be reasonably negligible? | |||||||||||||||||||||||
| ▲ | nomel a day ago | parent | next [-] | ||||||||||||||||||||||
I think the most reasonable take would be to just tell the users hardware is borked, they're going to have a bad outside the game too, and point them to one of the many guides around this topic. I don't think engineering effort should ever be put into handling literal bad hardware. But, the user would probably love you for letting them know how to fix all the crashing they have while they use their broken computer! To counter that, we're LONG overdue for ECC in all consumer systems. | |||||||||||||||||||||||
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| ▲ | andai a day ago | parent | prev | next [-] | ||||||||||||||||||||||
That's an interesting idea. How might you implement that? Like RAID but on the level of variables? Maybe the one valid use case for getters/setters? :) | |||||||||||||||||||||||
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| ▲ | a day ago | parent | prev [-] | ||||||||||||||||||||||
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