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{
msvcrt: 000000000002A9E6
EXCEPTION_ACCESS_VIOLATION(write): 0000000000000000
}
cpu: "Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz"
ram: 16 // GB
callstack:
{
KERNELBASE: 000000000008669C
ntdll: 00000000000A80CB
ntdll: 000000000008FD36
ntdll: 00000000000A468F
ntdll: 0000000000004BEF
ntdll: 00000000000A33FE
msvcrt: 000000000002A9E6
sapi_onecore: 000000000011CA8F
sapi_onecore: 000000000011CAC9
sapi_onecore: 000000000003F4D1
sapi_onecore: 000000000015E8C7
sapi_onecore: 0000000000026C30
sapi_onecore: 0000000000026BE4
sapi_onecore: 0000000000026B7B
module@00007FF8A3110000: 000000000009759D
module@00007FF8A3110000: 00000000000978CF
module@00007FF8A3110000: 0000000000097C5C
ntdll: 0000000000048F07
ntdll: 00000000000435BC
ntdll: 0000000000066DAD
KERNEL32: 000000000001D3BA
R5Apex: 0000000001241584
R5Apex: 0000000001241520
R5Apex: 00000000004AE602
R5Apex: 0000000001202656
Activation64: 0000000000011050
Activation64: 0000000000008F82
KERNEL32: 00000000000181F4
ntdll: 000000000006A251
}
registers:
{
rax = 0
rbx = 0x000000DB031AEAA0
rcx = 0x45B5051824BD0000
rdx = 0
rsp = 0x000000DB031AEA30
rbp = 0x00000215F4466D00
rsi = -1 // 0xFFFFFFFF
rdi = 0x00000215F4440530
r8 = 0
r9 = 0x000000DB031AE040
r10 = 0x00007FF8F23B1DA4
r11 = 0x000000DB031AE470
r12 = 0x00000215F4466D00
r13 = 0
r14 = 0x000000DB031AEA98
r15 = 0x00007FF8D3CD4070
rip = 0x00007FF8F21AA9E6
xmm0 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm1 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm2 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm3 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm4 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm5 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm6 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm7 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm8 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm9 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm10 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm11 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm12 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm13 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm14 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm15 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
}
build_id: 1553899726
ERROR AFTER CLOSE THE GAME!!!
Hi, I'm an engineer at Respawn. Thank you for posting this log!
This particular crash is in MSVCRT, which is MicroSoft's Visual C++ RunTime dll. Microsoft's DLL crashed when Apex was trying to exit normally. This crash happened inside sapi_onecore, which is part of Microsoft's Speech API.
Unfortunately, there's not much we can do about this crash in 3rd party software.
It looks like it only happened when you were already exiting, so I hope that it doesn't negatively impact your experience enjoying Apex.
- 7 years ago
Hello, thank you for taking time to help out on the forum.
Right before my game crashes I see a big spike in Commit charge (see image) I thought the crash had something to do with memory because of this or would this be an effect of the crash?
Also, do any of you feel that the crashes has gotten more and more frequent with the last two patches? would this be because lifted fps cap?
- OrioStorm7 years ago
EA Staff (Retired)
@FatSpacePanda, I don't know for sure, but I speculate that the spike is probably when the OS comes in and starts to handle the crash.
- OrioStorm7 years ago
EA Staff (Retired)
I want to thank everybody in this thread for their help on this issue, especially @Falkentyne, @JorPorCorTTV, @MrDakk, and @TEZZ0FIN0.
Based on all the logs and investigation we've done, I'm now convinced that this is a flaw with Intel chips. There is some sequence of instructions that causes results to be used before they're ready on Intel chips. There is one function in Apex that executes this sequence. It doesn't have to be a complex, CPU-intensive program to expose flaws like this; they could even show up in Notepad! I know that we have other functions that are heavily optimized that don't crash; this function that crashes so much is hardly optimized because it's so simple.
It seems that overclocking Intel chips can cause this to happen pretty reliably. It also seems that this can happen when Intel SpeedStep technology raises the clock speed without actually overclocking at all. In all cases, it seems that lowering your clock speed causes the crashes in this code to stop.
So, I base my conclusion that it is an Intel hardware flaw on the experimental evidence that ⚽ the information about the CPU state that the OS reports for these crashes is always impossible for a properly functioning CPU, 🏈 these crashes are only reported on Intel chips, and 🏀 lowering the clock speed always fixes these crashes (even if it wasn't overclocked).
These crashes are exceedingly rare from a CPU perspective. If you crash every other game, that feels like a lot, because it is. My personal goal is nobody crashing ever! However, say that crashing every other game translates into crashing about once every 20 minutes. The CPU runs the instructions that crash at least 100,000 times a second when you're playing the game. With these conservative estimates, the CPU crashes about once every 120 million times it runs this code. So, even though it truly does crash a lot, the conservative estimate is that even a malfunctioning CPU actually functions properly in this code about 99.999999% of the time.
So, what next?
Well, I tried to isolate the crashing function to make a standalone program to exhibit the CPU bug. Unfortunately, I couldn't get the compiler to generate the exact same disassembly. Since the crash appears to depend on the actual sequence of instructions the CPU actually runs, if the disassembly is not equivalent, I don't think it's a good test. Even if I had identical instructions, I don't know that I could reproduce a data set that would cause this function to crash. The real data set depends on where you are in King's Canyon and which way you are looking. I can't replicate all the code and data to generate this data set in a standalone test program, so I'd have to generate random data and hope it crashes. But we've never seen this crash on any of our work machines, so I don't really have any way to verify that I've come up with a crashing data set.
All this to say, I've decided that it takes too much time to make a standalone program to try to repro this bug. The program has a low chance of succeeding, and I can't locally test whether it succeeds or not. Even if it we got lucky and it happened to work, then it would only help highly technical people hone-in their clock speeds, and it might help Intel fix their hardware flaw.
But, it wouldn't help everybody else who has an Intel chip who keeps crashing and doesn't post here and who doesn't want to mess with their clock speeds. I want to help them too! And as a consumer, I know that when you're crashing you don't really care whether it's the CPU's fault or the video card driver's fault or the game's fault; you just want the game to work.
So, I'm going to try changing the function that has all these impossible crashes to do the same job in a slightly different way, and hope that nudges it out of the "sweet spot" that causes some Intel chips to crash every few matches. Until we verify the fix, I'll leave in the old way as a hidden option, so we can be sure that we don't accidentally make things worse with no quick way to go back to the way things were. This is still a shot in the dark, because we can't repro the crashes on any of our machines, but it's the best shot I can take based on all the evidence in this thread.
Unfortunately, I don't know when these changes will go live through our regular release schedule.
- 7 years ago
crash:
{
R5Apex: 00000000002F2DCA
EXCEPTION_BREAKPOINT: 80000003
}
cpu: "Intel(R) Core(TM) i7-8086K CPU @ 4.00GHz"
ram: 32 // GB
callstack:
{
KERNELBASE: 000000000008667C
ntdll: 00000000000A810B
ntdll: 000000000008FD56
ntdll: 00000000000A46AF
ntdll: 0000000000004BEF
ntdll: 00000000000A341E
R5Apex: 00000000002F2DCA
R5Apex: 00000000004C0B56
R5Apex: 00000000004C0F47
R5Apex: 00000000004BF767
R5Apex: 00000000004C1502
KERNEL32: 0000000000017974
ntdll: 000000000006A271
}
registers:
{
rax = 1
rbx = 0x000000EE2DDBC0C0
rcx = 0
rdx = 4
rsp = 0x000000EE2D80FA00
rbp = 1693 // 0x0000069D
rsi = 0x0000020FD051B3E0
rdi = 1686 // 0x00000696
r8 = 0
r9 = 101790 // 0x00018D9E
r10 = 447828 // 0x0006D554
r11 = 447828 // 0x0006D554
r12 = 448215 // 0x0006D6D7
r13 = 448215 // 0x0006D6D7
r14 = 1
r15 = 0x0000020EE33D6F50
rip = 0x00007FF757372DCA
xmm0 = [ [5.2500019e+08, 0, 0, 0], [0x4DFA56F0, 0x00000000, 0x00000000, 0x00000000] ]
xmm1 = [ [2.5e+09, 0, 0, 0], [0x4F1502F9, 0x00000000, 0x00000000, 0x00000000] ]
xmm2 = [ [5.7358084, 0, 0, 0], [0x40B78BBE, 0x00000000, 0x00000000, 0x00000000] ]
xmm3 = [ [3.0113004e+09, 0, 0, 0], [0x4F337CCC, 0x00000000, 0x00000000, 0x00000000] ]
xmm4 = [ [13699779, 0, 0, 0], [0x4B510AC3, 0x00000000, 0x00000000, 0x00000000] ]
xmm5 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm6 = [ [13699779, 0, 0, 0], [0x4B510AC3, 0x00000000, 0x00000000, 0x00000000] ]
xmm7 = [ [1, 0, 0, 0], [0x3F800000, 0x00000000, 0x00000000, 0x00000000] ]
xmm8 = [ [987241.13, 8160165.5, 3.4028235e+38, 3.4028235e+38], [0x49710692, 0x4AF9074B, 0x7F7FFFFF, 0x7F7FFFFF] ]
xmm9 = [ [3.4028235e+38, 3.4028235e+38, 3.4028235e+38, 3.4028235e+38], [0x7F7FFFFF, 0x7F7FFFFF, 0x7F7FFFFF, 0x7F7FFFFF] ]
xmm10 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm11 = [ [1, 0, 0, 0], [0x3F800000, 0x00000000, 0x00000000, 0x00000000] ]
xmm12 = [ [0.60000002, 0, 0, 0], [0x3F19999A, 0x00000000, 0x00000000, 0x00000000] ]
xmm13 = [ [1, 0, 0, 0], [0x3F800000, 0x00000000, 0x00000000, 0x00000000] ]
xmm14 = [ [13.8, 0, 0, 0], [0x415CCCCD, 0x00000000, 0x00000000, 0x00000000] ]
xmm15 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
}
build_id: 1554860081 - 6 years ago
I have a problem with apex. Since I bought my graphics card I have problems only with apex. Other games like WWE2k18 or AC:Unity works fine and stable. Few minutes after match starts it crashes my PC and only thing I can do is restart. I tried to reinstall it, but it works for max. 2 hours and crash keeps repeating.
My peripherals:
RAM 6GB
Processor Intel i7 920
Graphics AMD Radeon 5700XT
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