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Hey, perhaps the crash dumps have some clues. You can inspect them with WinDbg (available at the Windows Store).
Open the crash dump with File -> Open Dump file and then navigate to Documents/Battlefield 6/CrashDumps
Once you open a crash dump, you will need to select symbols with which to make sense of it. We don't have DICE/EA's internal symbols, so just pick the standard microsoft ones.
In the command line of WinDbg after you open the dump-file, type:
.sympath srv*https://msdl.microsoft.com/download/symbolsThen reload the dump with
.reloadThen you can run the analysis with
!analyze -vIt takes a few seconds, but you should get a more detailed report on what went wrong.
What would be interesting to find out is what the execution stack looks like when it crashes. For my RX 9070 XT, there are a bunch of FSR-calls resulting in null pointers just at the time of crashing, regardless of whether or not I disable FSR (either in the menu or via launch options).
EA_LunardustCat Do you guys have any plans to communicate outwards what the DXGI issues might be? There's a lot of radio silence right now. Looking at the huge thread regarding the DXGI crashes for example.
https://forums.ea.com/discussions/battlefield-6-technical-issues-en/dxgi-error-device-removed-or-dxgi-error-device-hung/12737991?topicRepliesSort=postTimeDesc
Thanks for offering help to others.
We have been following that megathread while continuing to gather reports and pass information along. If we have not shared anything new, it is because we have not been given a verified update to responsibly pass on to players. The reality is that sometimes the communication around a topic is not a full standalone update, and it may end up being reflected in something as brief as a patch note line like "improved stability".
- 7322eb498828d5c82 days agoSeasoned Novice
Hei, I noticed in the patch changes for 1.3.1.0 that there weren't explicit mentions of crash fixes apart from something under Portal. I did however see support added for FSR 4.1. Does this imply changes to the rendering pipeline that may address the FSR2 crash issue we're seeing?