And the render device did not hang.
He scrolled up. The log showed that the “corrupted byte” had been there since the first commit, six years ago. Long before the game. Long before the studio.
render device dx12.cpp: Thanks for waking me up.
He opened the crash dump for the hundredth time. Buried in the memory allocation table, past the vertex buffers and the constant buffers, was a single corrupted byte. It sat in the command allocator for frame #1147—the exact frame where the binary stars aligned.
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We use cookies to enhance your browsing experience serve personalized ads or content and analyze ourtraffic.And the render device did not hang.
He scrolled up. The log showed that the “corrupted byte” had been there since the first commit, six years ago. Long before the game. Long before the studio.
render device dx12.cpp: Thanks for waking me up.
He opened the crash dump for the hundredth time. Buried in the memory allocation table, past the vertex buffers and the constant buffers, was a single corrupted byte. It sat in the command allocator for frame #1147—the exact frame where the binary stars aligned.