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Eurosere's avatar
Eurosere
New Novice
3 days ago

Recurring crashes since initial release.

Hello, I have had significant stability issues since launch back in 2025, but I did NOT have these problems in the open beta. I stopped playing in November 2025 because of it, but am trying to get back into the game. I have been troubleshooting the crashes with my good friend (Claude) and asked them to summarize everything I've tried so far. Here is Claude's summary:

Symptoms:
Since launch in October 2025, the game crashes to the desktop at random, anywhere from about 10 seconds to an hour after starting. It happens in menus and in matches. I also get freezes where the world simulation stops but I can still move the camera and the foliage keeps animating. The game never recovers.

What I’ve ruled out:

  • RAM: MemTest86, 4 full passes at 3990 MT/s, 0 errors. Crashes continue at JEDEC-level speeds.
  • CPU: Intel Processor Diagnostic Tool passed. OCCT CPU test, no errors. No WHEA errors in Event Viewer. Latest BIOS with current microcode. Crashes continue with turbo disabled.
  • Storage: Moved the game to a known healthy NVMe drive. No disk errors in the System log.
  • Software: Steam and NVIDIA overlays off, Razer software closed, clean GPU driver install, game files verified.

Crash dump analysis (38 dumps, Oct 2025 to Oct 2026):
Every crash is an EXCEPTION_ACCESS_VIOLATION inside bf6.exe itself, except one E_OUTOFMEMORY (0x8007000E) raised from the DX12 render code. The crashes keep landing on the same few code sites, which shift slightly with each game build. That points to a software bug rather than random hardware corruption.

  • Stall dump captured (build 6abd4eb0, 10/11 10:34): The Heartbeat thread force-crashed the process (0xDEAFBABE write at bf6.exe+0x271c059), followed by the 0xBAD57411 termination at +0x11b0737. At the moment of the stall, GameSimulationLoop and MainLoop were blocked waiting on the job system, 26 of 28 Job threads were idle-waiting, and only Job0 (in a hash-table lookup at +0x5a4c2de) and Job5 (in the scheduler at +0x403dca2) were running. The DirectStorage, D3D, network and audio threads were all idle. This looks like a job-system dependency or wakeup bug rather than an I/O or GPU stall. GameStall dumps are usually written as 0 KB; this one is complete and attached.
  • Read through an invalid -1 pointer (17 crashes). Offsets shown with the bf6.exe PE timestamp:
    • build 68dbf456: +0x582c4f3, +0x582caff
    • build 68ecb235: +0x582e8df (×3), +0x582e2d3 (×3)
    • build 68f1dd5f: +0x5890193 (×8)
    • build 69024468: +0x589a843
  • Virtual call through a freed object while iterating a callback/listener list (5 crashes). The code walks a pointer array, calls [vtable+8] on each entry, then does a lock xadd decrement. The object’s vtable pointer is garbage, which looks like use-after-free or a race.
    • build 68dbf456: +0x548dfc2 (×3)
    • build 68ecb235: +0x548fda2
    • build 6abd4eb0: +0x5bbcd02, on worker thread “Job3”
  • Write to a null pointer (4 crashes).
    • build 68dbf456: +0x56f2b45 (×2)
    • build 68ecb235: +0x56f4925, +0x56f4958
  • Recent one-offs, build 6abd4eb0:
    • +0x642c0ed (thread “Job0”): read past the end of an allocation
    • +0x508e4c0 (thread “Job3”): read from a freed object, render code on the stack

The listener-list crash is identical machine code in October 2025 and October 2026, so this bug has survived every patch since launch. The crashing threads are job-system workers. Combined with the random timing, this looks like a threading race, which a 32-thread CPU may hit more often.

I've attached all of the dumps as a .zip. I hope this helps to resolve this issue for me and anyone else experiencing it!

1 Reply

  • Hi, 

    I've tried the game after the season 5 update and it still crashes. I used a suggested fix of limiting the game to 16 threads and that seems to have increased the time between them. The crash dumps from immediately before and after the update are attached.

    Thanks!

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