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@eXe_NIBIRU, that crash is the one where the CPU decides to execute an instruction starting in the middle instead of at the beginning (like one that @Lunchb0x88 just reported). A properly functioning CPU shouldn't be able to do that.
I'm not convinced that this problem is limited to overclocking, but it might be an exacerbating factor.
Overclocking can cause faults even without overheating. If you're overclocking, you're reducing the time the CPU is allowed to take for each step of each instruction, but the transistors still toggle at the same speed as they execute each stage. If the clock is ever shorter than a step of an instruction, the next step of the instruction can start before the previous step's results are done.
As an analogy, imagine you're doing a 10-digit addition problem, and somebody else is going to use your answer. Normally, they give you enough time, and you get all 10 digits before they look at it. However, if they're in a hurry (as in overclocked), they may look at your answer when you've only written down the first 8 digits. They don't see the problem you're working on, only your answer, so they use those 8 digits as if it was the correct answer, when it's not - it's just part of the answer. So anything they do with that number is likely to be wrong.
Overclocking and overheating can both cause rare CPU errors. You can get errors from overheating without overclocking, and you can get errors from overclocking without overheating. If you're both overclocking AND overheating, that's really pressing your luck!
Again, I don't know whether this is due to overclocking or not, but I do know that none of these crash reports seem possible with a properly functioning CPU.
Thanks for the answer.
The fact is that my CPU is all new, I installed it like 3/4 weeks ago, and i'm 100% sure that it's not overheating and I never had the bug before in 300/400hrs played with the same processor overcloacked, only had it one time just when the update 1.1.1 came out. But maybe the overcloack is causing trouble, yeah.
I know what you mean, actually I am a system administrator. However I only experienced the crash one time. After a clean reboot I was able to play for 4 hours without any crashes. As you said it must be rare.
Is it also possible that the autoexec command " cl_forcepreload " had a role in this ? Mine is to 0 at the moment (till 2 days.) It was 1 before I experience this crash
Do you recommend a value for this command ?
- 7 years ago
I have an idea what is causing these crashes.
Are you using the CPU's L3 cache in a nonstandard way?
I made two changes last night which fixed all crashes on an overclocked 9900K, AND which removed all "Internal Parity Errors", but I still need to test this again today (it's 3 AM right now) to confirm, but there were no errors in two hours of testing. But I have to make 100% sure before I jump the gun.
And no, it was NOT CPU Vcore at all, and it might also explain why some people fixed the issue by using an AVX offset (Apex Legends does not use AVX).
- OrioStorm7 years ago
EA Staff (Retired)
@eXe_NIBIRU, the game doesn't use or even create "cl_forcepreload", so my only recommendation is to not set it.
- OrioStorm7 years ago
EA Staff (Retired)
@TEZZ0FIN0, thanks for the experimental results. It's interesting that disabling speedstep seems to have stopped the issue for you. You shouldn't HAVE to disable a CPU feature to get the CPU to work. If the CPU says it will go up to a certain frequency as long as the temperature stays in range, then that frequency should work.
@Falkentyne, the function that is crashing is really quite boring. It's just doing some simple math in a loop. There's nothing that stands out as strange or tricky compared to any other part of the code. If there was anything remotely suspicious in this code, I'd probably change it just to see if "stirring the pot" caused the problem to go away.
Which brings up another interesting point. This function is templated with two nearly-identical versions (one for shadows and one for cameras). The crash has only ever happened in the one for cameras. Why doesn't the other one ever crash? I'll have to compare their disassembly soon...
- 7 years ago
You said that it's doing a loop, right?
Aren't loops heavily cache intensive since it's pulling instructions repeatedly that have already been executed?I did a test last night.
I set my 9900k to 5.2 ghz (Hyperthreading off), and I set my cpu voltage -extremely- high. 1.385v. High enough to be Prime95 AVX stable 1344K fixed FFT's.
(even did a 30 minute stress test, temps were reaching 90C but no problems, but not safe to test at those voltages).
That's what you would consider stable, right?
Nope. Apex crashed to desktop with no error.
Then I set it to 1.390v. Apex crashed with the "usual" 2DFA hex error (forgot exactly, but you know it) that many people are getting.
Ok something isn't right if I'm prime AVX 1344K stable but Apex is crashing.
So then I set it to 1.395v. This is getting in dangerous territory.
Guess what happened?
There were no crashes, but an "Internal Parity Error" was logged on CPU core #2 (going from cores 0 to 7).
So then I set the voltage down to 1.335v
Got a "memory can not be "read" error. (attached here).
I then increased CPU PLL Overvoltage (+mv)--(i don't even know what this setting does, has something to do with "clipping" the PLL so the CPU receives more than other devices that use the PLL) to +160mv. tested 1.335v again and got three Internal Parity Errors.
So if voltage isn't helping (Apex should NOT be crashing when Prime95 isn't crashing!) and you keep mentioning "loops", I realized it had to be SOMETHING else--possibly CACHE related.
Downclocking my RAM to 2133 mhz (3200 mhz CAS 14 gskill) didn't do anything.
So I increased VCCIO and VCCSA voltages to 1.25v and put the CPU voltage back at the unstable 1.335v.
And....
1 hour at 5.2 ghz HT off (1.335v): No crashes or parity errors.
So then I tried 5.1 ghz, HT on (1.340v). No errors.
So this means that the crashes are related to the L3 cache. Not the L2 cache. I know that the VCCIO voltage controls both the memory controller and the shared L3 cache. Since downclocking the RAM didn't help, it isn't the memory controller that is the issue. It also isn't the cache speed either, as I said my system earlier to 4.7 ghz core, 4.7 ghz cache, 1.230v (Loadline calibration=High), which would cause a clock watchdog timeout in Prime95 FMA3, but Apex ran just fine.
I'm guessing that at higher clockspeeds, the L3 cache needs to run faster because the core is running faster. So if Apex Legends is making heavy use of the cache (you mentioned looping instructions), then that means VCCIO needs to be increased, not CPU Vcore. I'm still testing this though. I think this can explain why other users are passing stress tests but Apex is crashing. As far as I know, many stress tests make HEAVY use of the L1 and L2 caches, which are directly tied to CPU Vcore. L3 cache isn't tied to CPU Vcore, but to VCCIO.
Stock VCCIO is 0.95v and stock VCCSA is 1.05v.
I think people can try increasing both VCCIO and VCCSA to 1.25v and see if their crashes stop.
- OrioStorm7 years ago
EA Staff (Retired)
I looked at the diff of the disassembly of the shadow and camera versions of this templated function. For most of the function, the only difference in the disassembly is what registers the compiler assigned to various things. However, the shadow version always uses a specific lod, so it skips a bunch of scalar floating point math (which is done on SSE hardware).
Also, the shadow version is actually only used for the really distant shadows, which only do partial updates when things like the drop ship are moving. Many frames we don't update them at all. Plus, the nature of the incremental updates means that it processes far fewer models. So, the shadow version does a lot less work, and does it less often. That reduced workload may be enough to explain why it never seems to crash.
- OrioStorm7 years ago
EA Staff (Retired)
@Falkentyne, it is doing a loop, so the data will be coming through L3 cache. Some of the data never changes, and some is being produced in another thread.
However, the crashes are all related to instructions, not data. The instruction cache is 256 kiB on an i9-9900K, which is more than enough to hold this function. So normally the whole function will be in the instruction cache after the first iteration. This crash always occurs after a different number of iterations, but the fewest I've seen is still 137 iterations.
Now, that doesn't mean the problem CAN'T be the cache. Windows is a preempting OS, so it can switch to another program and/or migrate this thread to another core. If either of those happens, it effectively flushes the L1 instruction cache, so it has to refill, which probably will go through L3 cache.
On the other hand, if it was the cache and not related to the actual instruction sequence, I would expect this bug to show up throughout the executable. Instead, they're always in this one function. So even if L3 cache is a factor, it seems like it may just affect timing, which also appears to be a factor. Also, if it was cache related, I'd expect
- OrioStorm7 years ago
EA Staff (Retired)
Sorry, my phone scrolled to put the submit button where the keyboard used to be.
Anyway, I'd expect the function to tend to crash on the first time through the loop if it was L3 cache related, since that's when the instructions are coming through L3.
I really appreciate these experiments @Falkentyne, they'ree very helpful and informative!
- 7 years ago
I don't know if this helps, but if the core voltage is far too low, Apex will sometimes throw out a WHEA logged correctable "CPU TLB" error
"Translation Lookaside Buffer" error. (the game doesn't crash at the same time this error happens however).
What would cause Apex Legends to throw out this error?
This is all I can find:
https://en.wikipedia.org/wiki/Translation_lookaside_buffer
I really wish i had learned programming. What Apex is doing is very interesting.
Everyone thought it was AVX instructions but it seems to be SSE2 or other things.
- OrioStorm7 years ago
EA Staff (Retired)
@Falkentyne, this crash is interesting. We released 1.1.1 yesterday, and this crash is with that newer executable. Looking at the disassembly, this function is identical between 1.1.0 and 1.1.1; not even the registers got shuffled, and it's even at the same offset in the executable.
However, the crash is a new crash. We haven't seen that offset before with 1.1.0.
Also, the address implicated in the crash dump is not the start of an instruction. The instruction starts one byte earlier.
The incorrect instruction at 2F2DD9 actually just skips a prefix that turns a vector SSE instruction into a scalar SSE instruction. In this case, it would be mulss if it started at 2F2DD8, but because it skipped the first byte of the instruction, it turns into mulps. So it will do a vector multiply instead of a scalar multiply. When it does that, it requires 16-byte alignment instead of 4-byte alignment for memory reads. The address it's reading has 4-byte alignment but not 16, so doing mulps will crash due to unaligned access, whereas mulss (which we wanted) would work.
For reasons I don't know, I've always seen unaligned memory accesses in SSE instructions get reported as read or write access violations of memory location FFFFFFFFFFFFFFFF. It doesn't matter what memory it tried to read or write, it always reports it at that other address.
So it looks like the instruction pointer got off-by-one in this crash, which ended up causing an unaligned memory read of a valid address, which gets reported as a memory read of an invalid address. But the hardware bug was the off-by-one in the instruction pointer register, RIP.
- 7 years ago
@OrioStorm Attached my crash log. Running a i9-9900K @5.0GHz
Voltages:
VCore - 1.35v
VCCIO - 1.328v
VCCSA - 1.264v
So I don't think voltages are the issue as @Falkentyne suspects.
Have an ASUS Maximus XI Hero motherboard, will try stock BIOS settings tonight.
- 7 years ago
Game never crashed before. Now this is happening every 2 games. It just crashes to desktop. Log:
crash: { R5Apex: 000000000085A313 EXCEPTION_ACCESS_VIOLATION(read): 000009B2B788F670 } cpu: "AMD Ryzen 5 2600X Six-Core Processor " ram: 16 // GB callstack: { KERNELBASE: 000000000008667C ntdll: 00000000000A810B ntdll: 000000000008FD56 ntdll: 00000000000A46AF ntdll: 0000000000004BEF ntdll: 00000000000A341E R5Apex: 000000000085A313 R5Apex: 000000000068D81E R5Apex: 000000000068F91B R5Apex: 00000000004C116D R5Apex: 00000000004C0A0A R5Apex: 00000000004C0FC7 R5Apex: 00000000004BF767 R5Apex: 00000000004C1502 KERNEL32: 0000000000017974 ntdll: 000000000006A271 } registers: { rax = 0x000009B2B788F660 rbx = 1 rcx = 0x000001B2C2681F90 rdx = 1 rsp = 0x00000023FE30F820 rbp = 0x042B3085 rsi = 0x000009B2B788F660 rdi = 0x000001B2C2681F90 r8 = 1 r9 = 209 r10 = 0 r11 = 21 r12 = 20 r13 = 0 r14 = 0xFFFF000000000000 r15 = 0x2B00000000000000 rip = 0x00007FF6A015A313 xmm0 = [ [0.001, 0, 0, 0], [0x3A83126F, 0x00000000, 0x00000000, 0x00000000] ] xmm1 = [ [93.531677, 0, 0, 0], [0x42BB1038, 0x00000000, 0x00000000, 0x00000000] ] 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, -nan, -nan, -nan], [0, -1, -1, -1] ] xmm6 = [ [0, 0, 0, 0], [0, 0, 0, 0] ] xmm7 = [ [0, 0, 0, 0], [0, 0, 0, 0] ] xmm8 = [ [0.010810852, 0, 0, 0], [0x3C312000, 0x00000000, 0x00000000, 0x00000000] ] xmm9 = [ [93.542488, 0, 0, 0], [0x42BB15C1, 0x00000000, 0x00000000, 0x00000000] ] 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: 1554860081
- 7 years ago
I played 2 hours last after resetting my Asus BIOS to default optimize settings and only XMP profile to match my RAM timings.
I did not crash.
I was only able to play “stable” previously using Nvidia’s 416 drivers on my 2080 Ti and capping my FPS at 100. I would crash very quickly if I didn’t cap the FPS.
I upgraded to 425 drivers and was able to play unlimited FPS for the duration of the two hours while using stock BIOS settings.
On stock settings, my i9-9900k does not boost above 4.7GHz. My next steps are to intro overclocking if I’m able to play again without crashing another night or two and start moving in 100Mhz increments from 4.7Ghz. 5.0Ghz on my machine is not stable with Apex (regardless of voltage).
- 7 years ago
Please keep me posted.
And you were right. I had three hours of stability, but then suddenly the "internal parity errors" started happening again, and not long after, the random crashes.
The only fix was to increase CPU voltage -excessively- high.
Oriostorm, is Apex doing something timing related that is causing this instability?
Because it really should not be happening.
I set my cpu to 5.2 ghz (hyperthreading off) at 1.335v and I ran Battlefield 5 (Firestorm) for an hour. BF5 was using >75% of the CPU cores, temps and power draw were much higher, and there were no errors or crashes. I then ran the Blender Classroom render stress test (you can google this), and blender BMW stress test and both completed with flying colors. The only programs that had problems at this point were Apex Legends (those crashes and Internal Parity Error) and Prime95 AVX 1344K (clock watchdog timeout BSOD). Prime95 small FFT with AVX disabled ran forever. (Prime95 29.8 build 1).
Increasing CPU voltage to 1.385v completely stopped the Prime95 1344K AVX tests from crashing. These ran fine now.
But APEX legends was still randomly acting up (exception error, or CTD sometimes with no error, or internal parity error (no crash).
1.395v-1.40v was needed to stop this--far far beyond what any other program or application needed! Something is really strange here.
And what's even worse---Apex Legends uses FAR FAR far less CPU resources than Blender, Battlefield 5, Prime95 (AVX disabled), etc.
Oriostorm, is there any way, if you have time, to write a very small 'stress test' code sample that can extensively test some of the instructions you are using for Apex Legends, in a repeated intense loop of cycles, so that we can run the executable program and it can catch any SSE2 error in a bugtrap? This may help track down the problem. This might also help determine why some users with stock clocks are also getting these crashes (in most cases, pure stock clocks prevent these problems). It shouldn't take that long to write a code sample that we can download, and it may help determine what's going on.
It really is inconceivable that Apex is needing far more voltage than something like Blender or Prime95....
Could EasyAntiCheat be causing these timing errors?
By the way, this "bizarre" behavior seems to get reversed (meaning things start acting properly) if you run at base clocks (4.7 ghz) and then downvolt the CPU enough so it's unstable.
Doing this and Apex Legends runs nice and happily while Prime95 with AVX disabled generates a BSOD crash. This happened at about 4.7 ghz (HT enabled) at 1.065v.
You have to go even lower on the voltage before Apex starts generating parity errors.
- OrioStorm7 years ago
EA Staff (Retired)
@Sptz87, thank you for the crash log. This actually isn't the Intel CPU crash everybody else in this thread has been getting, so we can actually do something about it in our code! Yay!
It looks like the game crashed updating animation on a worker thread, because it needed to look up something in memory that had been freed.
You can try setting "cl_parallel_clientside_animations 0" and see if that works around the crash until we can get it fixed in a future patch. Please let me know if that helps!
- 7 years agoThanks for the prompt reply. Glad I could provide data to help 🙂
- OrioStorm7 years ago
EA Staff (Retired)
@Falkentyne, I honestly don't know how Easy AntiCheat works (I wasn't involved in integrating that), so I can't speak to whether it's a factor.
I do think it's related to the actual instruction sequence, and possibly it's offset in memory. I can try making a standalone test program, that's a good idea. But it's not as trivial as you might think. This function does connect with the rest of our engine, so we have to sever those connections to make a standalone program, but we have to do it in a way that doesn't change the generated assembly.
If that doesn't work, I guess I could write an assembly language file that just has this function exactly as it is in the live game, and try to have external code feed it the data expects in a way that won't crash.
Another tricky thing is that the path through this code depends on branches based on what you can see in the game. If a particular path through the code is causing the bug, you'd need to replicate the live data that causes the crash. That data can be different for every viewpoint in King's Canyon, so even replicating all of the code may not replicate the crash if we don't replicate the control flow decisions. There are things we can try to force different control flows, but it's not guaranteed to repro.
Still, it's worth a shot!
- 7 years ago
Thanks for doing this. I've got 3 crash logs for you; the first two are from patch 1.1.0 and the third is just last night from 1.1.1. I've got about 20 more if you want to see them - hex error codes are 2F2BB0, 2F20B6, 2F239A, 2F20C1, 2F23C5. The latest ones are 2F2E2A and two that have 2F2DCA.
History of my crashes - I picked up the game in the first week of release and didn't have a single crash until the patch that fixed the revive bug - The bug where a revived character still moved super slowly as if they were still down and wounded. After that patch, I started crashing anywhere from a couple times every few days to eleven times in one day. It was random, and it was super frustrating, but I kept going regardless because I really liked the game. The crashes came at all times - most were in-game, but a couple of them happened while I was still in the character select screen. None of them seemed to have anything in common with each other - I crashed in gunfights, I crashed in peaceful fields, I crashed with apps like Discord open, I crashed with just Apex open, and a dozen other random situations it would take too long to recount here.
But with the 1.1.0 patch, everything went to hell. I crash every single game now, every single time, usually within less than five minutes. I don't know what changed, but whatever my problem is, the 1.1.0 patch kicked it into overdrive. I can't play at all now, haven't touched the game at all since the day 1.1.0 dropped aside from last night so I could generate a fresh crash log for you. Crashed about 3 minutes into the game, just like I knew I would. I hope you manage to figure out what's going on; I still like Apex, but the game has made it clear it doesn't want me playing it.
System information - Intel i7-9700k overclocked to 4.9 gHZ, voltage at 1.235
Ram - 16 GB overclocked to 3200
Graphics Card - Nvidia 1080, stock timings
Types of crashes - I get three different types of crashes, detailed below:
The typical crash - The visuals freeze, audio may or may not keep going, and after about 2 - 4 seconds the game crashes to desktop. This crash hits me about 45% of the time and DOES GENERATE A CRASH LOG.
The atypical crash - The visuals freeze, audio may or may not keep going, and after about 2 - 4 seconds the game crashes to desktop. This crash hits me about 50% of the time and DOES NOT GENERATE A CRASH LOG. I have no idea why this crash doesn't generate a log. I assume something is breaking that isn't being accounted for in your logging process, or Windows or possibly Easy Anti-Cheat is somehow preventing log generation. If I had a log for every crash, I'd have somewhere north of 50 by now.
The "Instant" crash - One second I'm in the game. The next second I'm staring at my desktop. No transition whatsoever between the two - it's that fast. No audio or visual freezing, no screen tear, just instant transition to desktop with the game mysteriously closed. Obviously, THIS CRASH DOES NOT GENERATE A CRASH LOG. It only happens about 5% of the time, but it sure makes a hell of an impression when it does.
Finally, one crash I had that might help you - don't think it generated a log: One time, about 3 weeks ago, so before 1.1.0, I had a situation in-game where I thought I crashed - The screen froze, audio kept going, and I thought welp, there goes this game. But then, for some mysterious reason, after about three seconds the game snapped back and resumed normal play. I could run around, shoot, hear everything normally for about five seconds. THEN the game did an "Instant" crash - straight to desktop with no transition at all. I have no idea what it meant - perhaps the function somehow managed to correct itself briefly? Or some other code process interceded? But it was weird enough that it stuck out and made me want to mention it.
Hope all this information helps you. I really want to play Apex without wondering when the game is going to kick me out of it.
- 7 years ago
@OrioStorm Thank you very much. I would be happy to do these tests for you (after all it's what we people over on overclock.net do, spend all day running stability tests!).
I just did something very interesting on my laptop.
It is a 7820HK (MSI) laptop, and I set it to a speed which I know is unstable:
4800 mhz (cache: 4400 mhz), and 1.260v.
This laptop does not have loadline calibration so there is voltage vdroop, but there is no "live" Vcore sensor, just VID, so real vdroop is impossible to measure.
Anyway:
This laptop is highly overclocked to its max absolute limits.At 4800 mhz, 1.260v, Apex Legends generated three CPU errors but did not crash:
1 x Internal Parity Error on thread #4
2x Cache Hierarchy Errors on threads #6 and #3. (the threads go from 0 to 7, one physical core+1 logical core, so threads 0 and 1 are for the first core, etc).
This was a 1 hour play session.
This is exactly what I would expect an unstable CPU to do.
These cache hierarchy errors are also what Realbench 2.56 and Prime95 (AVX disabled) do on my desktop when they are unstable. So this is properly expected.
Apex Legends did NOT crash however! But the fact that I got *both* internal parity and Cache L0 errors (instruction register corruption basically)--but they were corrected, means that the "Unstable" CPU is actually acting as expected.
1.265v did not generate anything but I didn't test that long enough.
The 9900K desktop, when overclocked is performing completely different however, although desktops do have a loadline calibration setting to lower CPU vdroop.
Instead of throwing any L0 cache errors in Apex, it just throws out Internal Parity Errors, or just exception error crashes Apex, while every other stress test or program (like more intensive stuff like Battlefield 5, Blender, etc) runs all day (except small FFT AVX prime95. which is a 200 amp 100C temp power virus; 1344K AVX prime is more realistic). Small FFT prime with AVX disabled also runs fine.
My gut is screaming "Microcode bug" but unfortunately, disabling loadline calibration on the desktop wouldn't work too well. as then you would need unsafe voltages to be stable with <>200mv of voltage droop. I may try disabling 4 cores (e.g. turn my 9900K into a 7700K) and then overclock and disable LLC (Loadline calibration) later, and test, but this is very time consuming.
I would enjoy doing any small code testing for you. If you have a more convenient way I can contact you or where you can post anything to test, let me know. I'm always available.
- 7 years ago
I’d like to add that all of these crash types you’ve explained are happening almost identically for me. I get all three types of those crashes. I have yet to see the 2F2DCA crash since the newest patch, though I haven’t played a whole lot since the patch dropped. I did crash multiple times with and without crash logs and posted a log from the new patch. The crashes I’ve got are the EXCEPTION_ACCESS_VIOLATION(write) and EXCEPTION_ACCESS_VIOLATION(read). I don’t have the error codes handy at the moment. I’ll definitely post more logs as I get them.
Also want to thank @OrioStorm for all the input and support on these crashes. It’s rare to get this kind of insight and help on forums nowadays from devs. So thank you for taking time out of your day to respond, educate, and help solve these issues. Thanks to everyone else as well who’s continuing to test and provide information. I really hope a solution is found soon. Keep providing as much info as you can.
- 7 years ago
I strongly advise everyone in here to revert their overclocking CPU settings back to default,
and disabling Intel SpeedstepTM in their BIOS.
I am pretty sure this has solved my problem as no longer do I have these crashes with logs.
Before it used to be all the time, now I can go for days without a single crash.
As I read here, since the problem was CPU related I tried different things.
But as mentioned over, im 99% this has solved my problem completely.
im using 7700k and 1080 ti, if any others at least try stock clock speeds and disabling Intel Speedstep,
it would be very interesting to see if the crashes are actually stopping.
- 7 years ago
My crashing stopped as well, I'm using an i9-9900K. I was stable at 4.7GHz (Turbo Boost) so I just introduced overclocking back and went to 4.8GHz to see if I'm stable. I'll report back soon.
- 7 years ago
Once again but now it's slightly different. I'm just gonna quit playing altogether until an update comes out as it's impossible to play more than 1 game in a row :/
crash: { module@00007FF9E47B0000: 0000000000CA7F9D EXCEPTION_ACCESS_VIOLATION(read): 0000010000000028 } cpu: "AMD Ryzen 5 2600X Six-Core Processor " ram: 16 // GB callstack: { KERNELBASE: 000000000008667C ntdll: 00000000000A810B ntdll: 000000000008FD56 ntdll: 00000000000A46AF ntdll: 0000000000004BEF ntdll: 00000000000A341E module@00007FF9E47B0000: 0000000000CA7F9D module@00007FF9E47B0000: 00000000003889FF module@00007FF9E47B0000: 00000000003888A6 module@00007FF9E47B0000: 00000000003804ED module@00007FF9E47B0000: 0000000000BEB60A module@00007FF9E47B0000: 000000000125F6BC KERNEL32: 0000000000017974 ntdll: 000000000006A271 } registers: { rax = 0x000001E1CC7D55F0 rbx = 0x000001E18DC268E0 rcx = 0x000001E1CC7B4F00 rdx = 0x0000010000000000 rsp = 0x0000004305ABFBD0 rbp = 0x000001E1FCC3AC80 rsi = 0x000001E1FCC3AC80 rdi = 61 r8 = 1 r9 = 0x000001E4142A4901 r10 = 0 r11 = 0x0000004305ABF990 r12 = 0x000001E2515047F0 r13 = 0x000001E18DC99BC0 r14 = 0 r15 = 0 rip = 0x00007FF9E5457F9D xmm0 = [ [-1298981, 6.7402456e-43, 3.6411479e-40, 6.7402456e-43], [0xC99E9128, 0x000001E1, 0x0003F701, 0x000001E1] ] xmm1 = [ [0, 0, 0, 0], [0, 0, 0, 0] ] xmm2 = [ [-3.0517578e-05, 2.5358734, 0, 0], [0xB8000000, 0x40224BC0, 0x00000000, 0x00000000] ] xmm3 = [ [136, 0, 0, 0], [0x43080000, 0x00000000, 0x00000000, 0x00000000] ] xmm4 = [ [1, 0, 0, 0], [0x3F800000, 0x00000000, 0x00000000, 0x00000000] ] xmm5 = [ [23, 0, 0, 0], [0x41B80000, 0x00000000, 0x00000000, 0x00000000] ] 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: 1554860081
- 7 years ago
crash:
{
atidxx64: 0000000000760244
EXCEPTION_ACCESS_VIOLATION(unknown): 0000000000000000
}
cpu: "AMD FX(tm)-8350 Eight-Core Processor "
ram: 16 // GB
callstack:
{
kernel32: 000000000009B9B0
ntdll: 0000000000079015
ntdll: 0000000000057388
ntdll: 000000000006BF7D
ntdll: 000000000004043A
ntdll: 000000000006B61E
atidxx64: 0000000000760244
atidxx64: 0000000000032617
atidxx64: 000000000072DAAF
atidxx64: 0000000000722239
atidxx64: 00000000008BBFB4
kernel32: 000000000001556D
ntdll: 000000000005385D
}
registers:
{
rax = 16
rbx = 34
rcx = 0x62A86B40
rdx = 2
rsp = 0x4204FB20
rbp = 0xB4BA0B12B50D3CF6
rsi = 0x62A86B40
rdi = 0x339F6ED0
r8 = 4
r9 = 0x339F6ED0
r10 = 0x62A86B40
r11 = 0x4204FB60
r12 = 0
r13 = 0
r14 = 2
r15 = 4
rip = 0x000007FEF3770244
xmm0 = [ [-2.0458958e-43, 9.6272987e-35, -3.9290089e+24, 0], [0x80000092, 0x06FFF000, 0xE8500000, 0x00000000] ]
xmm1 = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
xmm2 = [ [0, -nan, -nan, -nan], [0, -1, -1, -1] ]
xmm3 = [ [120.36296, 0, 0, 0], [0x42F0B9D6, 0x00000000, 0x00000000, 0x00000000] ]
xmm4 = [ [270, 0, 0, 0], [0x43870000, 0x00000000, 0x00000000, 0x00000000] ]
xmm5 = [ [67.26667, 0, 0, 0], [0x42868889, 0x00000000, 0x00000000, 0x00000000] ]
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: 1560910906 - 7 years ago
Crash log.
- 6 years ago
Correction, you shouldn't have to disable a CPU feature to get just apex to work.
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