Severe memory allocation spike / E_OUTOFMEMORY when opening in-match
I can reproduce a severe memory allocation issue consistently when opening the Loadout / weapon selection screen during a multiplayer match.
**System:**
* GPU: AMD Radeon RX 9070 XT 16 GB
* GPU driver: AMD Adrenalin 26.7.1
* CPU: AMD Ryzen 9 9900X
* RAM: 32 GB DDR5-6000
* Platform: PC / Steam
* Page file: Windows system-managed, currently 36,864 MB
* Free space on system SSD: ~206 GB
* Date reproduced: August 12, 2026, approximately 19:40 UTC+3
**Error:**
`DirectX function CreateCommittedResource(...) failed with E_OUTOFMEMORY ("Direct3D could not allocate sufficient memory to complete the call.")`
The error points to:
`RenderCore2\RenderGPUHeapDx12.cpp`
**Steps to reproduce:**
1. Launch Battlefield 6.
2. Join a multiplayer match.
3. Play normally — the game is stable at this point.
4. Press Y to open the in-match Loadout screen.
5. Enter a class and attempt to select/change the primary weapon.
6. System memory usage immediately increases by tens of gigabytes.
7. Battlefield 6 crashes with the DirectX E_OUTOFMEMORY error.
**Memory measurements:**
Immediately before the crash:
* Physical RAM: 31.1 / 31.1 GB (100%)
* Committed memory: 66.3 / 67.1 GB
* RX 9070 XT VRAM: approximately 13.56 GB
Immediately after Battlefield 6 crashes:
* Physical RAM: approximately 10.0 GB
* Committed memory: 36.7 / 67.1 GB
* RX 9070 XT VRAM: approximately 4.7 GB
This means that closing/crashing Battlefield releases approximately **29.6 GB of committed memory** immediately.
The behavior is completely reproducible: opening the in-match weapon/loadout selection causes committed memory to rise from roughly 36–37 GB to almost the entire 67.1 GB commit limit, followed by `CreateCommittedResource` failing with `E_OUTOFMEMORY`.
The GPU itself still has VRAM available when the crash occurs.
**Other observations:**
* The Training/Firing Range works normally.
* Multiplayer itself works normally as long as I do not open the in-match weapon/loadout selection.
* The game was recently freshly installed after a long period of not playing.
* Windows page file is enabled and automatically managed.
* `GstRender.DRSEnabled` was manually changed to `0`; this did not fix the issue.
* The issue is specifically triggered by entering/editing the Loadout during a multiplayer match.
I have attached screenshots showing:
1. The DirectX error.
2. RAM/commit usage immediately before the crash.
3. RAM/commit usage immediately after the crash.
This appears to be a runaway memory allocation or memory leak associated with the in-match Loadout/weapon selection interface rather than normal system memory exhaustion.