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Sorry you're dealing with the same issue — seeing it on a 9800X3D / 5090 system is actually really helpful because it rules out a lot of variables.
I've run extensive diagnostics on my end. Benchmarked multiple heavy DX12 titles for stability, ran synthetic worst-case GPU loads, verified hardware with monitoring tools throughout — nothing is reporting a hardware fault on my system either. Temperatures, power delivery, and PCIe link are all clean.
What I found that modulates the crash:
Uninstalling the HD Texture Pack, REDSEC, and Single Player DLC through Steam, then purging the shader cache in %LOCALAPPDATA%\BF6 and running Windows Disk Cleanup to clear the DXCache, extends session stability significantly — from crashing after a single round to surviving multiple rounds before the same error occurs. The game defaulting to FSR2 on fresh settings appears to be part of this — letting it choose its own defaults rather than forcing a different upscaler produces better results.
This tells me VRAM pressure from the HD textures is a contributing factor, but the underlying crash is still occurring, just later.
My crash dumps consistently show:
Every crash terminates through bf6!ffxFsr2ResourceIsNull in the callstack regardless of whether FSR2, DLSS, TAA, or no upscaling is selected in settings. FSR2 is running as an internal engine component unconditionally — it cannot be disabled through the graphics menu. The failure hash is identical across every crash: {823c07cc-a67a-e92f-3480-f4d74ce569af}.
My hardware:
AMD Ryzen 5800X3D, ASUS B550-F Gaming WiFi II, G.Skill Trident Z Neo DDR4 3600 CL16 4x8GB, ASUS TUF RTX 4080 OC, WD SN850X 4TB, Super Flower Leadex VII 1200W ATX 3.1 with native 12VHPWR.
On drivers:
Tested 576.88, 581.42, and 591.xx. The crash occurs on all of them through the same callstack. The most stable NVIDIA driver branch for the RTX 4080 for other DX12 titles falls below BF6's mandatory minimum driver requirement, so that avenue is closed.
My theory:
DX12 gives developers direct control over how the engine interfaces with the driver, including resource barrier management and command queue synchronization. FSR2 being baked unconditionally into Frostbite's render pipeline as an internal component — rather than purely as a user-facing upscaler — means any mismatch between how FSR2 manages DX12 resources and what the driver expects on a given architecture will crash the game regardless of user settings.
Your 9800X3D / 5090 pairing is a completely different architecture from my 5800X3D / 4080 setup, yet we have the identical crash dump and failure hash. That rules out GPU architecture, CPU generation, platform, and driver as the differentiating variable. The common factor is the game code itself — specifically FSR2's integration in the Frostbite render pipeline interacting badly with DX12 in a way that surfaces across multiple hardware generations.
This needs a Frostbite/FSR2 fix from EA. Has anyone been able to get a response from EA
Dice doesn't care they are too lazy to fix an engine error that goes around for 10 mounths straight!
00000000`747bf610 00000001`44c4bc93 : 00000000`80a11f80 f9102b8f`efc34900 00000003`34b86e40 93c5d3fc`2c277300 : bf6!ffxFsr2ResourceIsNull+0x22c1674.