Re: Apex Legends Crash no error - PC (apex_crash.txt)

by Falkentyne
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Original Post

Re: Apex Legends Crash no error - PC (apex_crash.txt)

★★★ Novice

had a crash on every game played since the release of the patch, first was a freeze with no crash report, second the program closed itself after a match, third generated a crash report, 2 other reports enclosed taken from today, have re-installed countless times, re-installed windows as well as other work arounds. hopefully get fixed soon.

Message 181 of 1,214 (1,333 Views)

Re: Apex Legends Crash no error - PC (apex_crash.txt)

Community Manager (retired)

@Ruon-21, the first two crashes are from the previous patch.

 

The first crash is in our loading code; it is populating memory, but the OS says it doesn't have permission to write to that memory. I don't know why it would crash this one time and work every other time; I'll have to see if there are any further clues in the crash info.

 

The second crash from the prior patch is inside the Windows OS called from inside DX11 called from when Apex was freeing a texture that it no longer needed in memory. Unfortunately, I can't really figure out anything more from this crash since it happened so deep inside 3rd party code.

 

The last one is from 1.1.3, but it is in an unknown DLL. Basically, we asked Windows what the DLL name was, and it said "I don't know". I can tell that this is not a thread that Apex creates, because there are no entries in "R5apex" at the bottom between "KERNEL32" and "module@...". The "KERNEL32" line is when the OS creates the thread that crashed, and the "module@..." line is the entry point in whatever 3rd party DLL it was that crashed for you. Unfortunately, if Windows can't tell us the name of the DLL that crashed, we can't tell you how to avoid the crash.

 

Message 182 of 1,214 (1,324 Views)

Re: apex_crash.txt alert when exiting client

Community Manager (retired)

@Lakario, that's a crash in Microsoft's C RunTime (msvcrt) called from inside Microsoft's speech API (sapi_onecore). It happens after our code has stopped running. Since the crash is in Microsoft's code called from Microsoft's code after our code stops running, I don't know that we can do anything to fix it.

Message 183 of 1,214 (1,327 Views)

Re: Apex Legends Crash no error - PC (apex_crash.txt)

Community Manager (retired)

@POF_Wyjakx, that's the Intel-specific crash that we tried to work around in 1.1.3. Hopefully the latest patch makes it go away.

Message 184 of 1,214 (1,323 Views)

Re: CRASHING NON STOP

Community Manager (retired)

@JadedYeti, unfortunately, we can't do anything about this crash, since Apex is not crashing. The text shows that some 3rd party DLL is crashing, but somehow Windows isn't able to tell us the name of that DLL. There is no "R5Apex" mentioned anywhere in the report, meaning our code never ran.

 

So, this is some 3rd party software that is injecting itself into Apex and bringing Apex down with it when it crashes. Some possible candidates are:

  • Drivers (usually for your graphics card)
  • In-game overlays
  • Speech communication utilities
  • ???

Sorry I can't give you any more information.

Message 185 of 1,214 (1,323 Views)

Re: Apex Legends Crash no error - PC (apex_crash.txt)

Community Manager (retired)

@kkrotov, that crash is inside Origin's in-game overlay (that's what IGO means). I think that the Origin team has a fix in the pipeline for that.

Message 186 of 1,214 (1,323 Views)

Re: Apex Legends Crash no error - PC (apex_crash.txt)

★★★★★ Apprentice

@OrioStorm 

Thank you for the feedback.

 

That crash I mentioned the other day that you commented on happened at 5.1 ghz @ 1.360v bios setting (loadline calibration =Turbo, so load voltage was probably about 1.340v).

I did another run after that crash at the same voltage that day (same windows session) and got an "CPU Internal Parity Error" (WHEA Correctable).

Not 100% sure this is the exact timestamp of that error, but this happened *after* the crash I had posted.  

 

A corrected hardware error has occurred.

Reported by component: Processor Core
Error Source: Corrected Machine Check
Error Type: Internal parity error
Processor APIC ID: 10

The details view of this entry contains further information.

 

so whatever Intel bug that was being generated was changing bits somewhere, and if it was "corrected", the game would continue playing and a WHEA would be logged.  If it wasn't corrected, then you get one of those two 2F2DA breakpoints or something like as you mentioned.

 

With the new patch out:

I *REDUCED* the cpu core voltage at 5.1 ghz from 1.360v to 1.335v.
Been playing 1 hour 40 minutes.

ZERO crashes so far.

ZERO WHEA "Internal Parity Errors" generated.

 

So far it's been an improvement but I've seen "long sessions" in the past without WHEA parity correctable errors, then suddenly the game crashed when I got my hopes up.

But this is an improvement.  I'll keep playing and keep testing the results.  But preliminary answer is: "Good so far!"

 

Is Intel acknowledging this bug in their firmware?  I know how stubborn Intel can be...

I know how to get new microcode ahead of time (before it's put into bioses), that's easy: Just download VMWare microcode updater and the microcodes as discussed here:

https://www.win-raid.com/t3355f47-Intel-AMD-amp-VIA-CPU-Microcode-Repositories-Discussion.html

and then the DAT to bin converter over here:

https://onedrive.live.com/?authkey=!AE_9xt1wnaLT5lk&id=11F4002E1134F403!617750&cid=11F4002E1134F403

Then you can download the microcode patcher itself (that has a current DAT file conversion already) from here:

https://mega.nz/#!gZBzBIib!wNZwqhegXl1FME7h5HLhsfAT55Xk_EyTN6QNBo7l6Qo

 

For new microcodes that are not in "Microcode.dat", you can convert the bin files from the archives to a new DAT file, then patch it with the mega microcode vmrware updater, after you rename your new dat file to "microcode.dat" and copy it into the cpucodeupdater folder manually. 

 

Anyway tl;dr: it's a definite improvement *so far*.  I'll keep playing all day until I find how stable it is.  

Message 187 of 1,214 (1,296 Views)

Re: Apex Legends Crash no error - PC (apex_crash.txt)

[ Edited ]
★★★ Novice

@OrioStormthanks for the super fast reply man, kudos! ill post any more crash reports I get, have since repaired the game and not had a crash since, but its so unpredictable I'm sure more will occur

Message 188 of 1,214 (1,280 Views)

Re: CRASHING NON STOP

★★★ Novice

this seems odd but i have a overclocked 5820K and never had a crash with apex. maybe it could be effecting only some generations of intel chips?  5820k is haswell E.  are other haswell chips having this issue? 

Message 189 of 1,214 (1,272 Views)

Re: CRASHING NON STOP

★★ Novice

The first crash-patch back in March or w/e fixed all issue in game, but still didn't adress the crash I randomly get on startup. Game runs with zero issues after I get past the intro video of starting up the game. Hopefully leaving this here gives some insight.

 

 

 

crash:
{
	!!!unknown-module!!!: 000007FEEB150040
	EXCEPTION_ACCESS_VIOLATION(read): 000007FEFFFD0046
}
cpu: "       Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz"
ram: 8 // GB
callstack:
{
	kernel32: 0000000000099450
	ntdll: 00000000000943B8
	ntdll: 00000000000185A8
	ntdll: 0000000000029D0D
	ntdll: 00000000000191AF
	ntdll: 0000000000051278
	!!!unknown-module!!!: 000007FEEB150040
}
registers:
{
	rax = 0x000007FEEB150040
	rbx = 0x00D2F900
	rcx = 0x00D2F900
	rdx = 0         
	rsp = 0x432BF688
	rbp = 0         
	rsi = 0         
	rdi = 0         
	r8  = 0         
	r9  = 0x432BC528
	r10 = 0x8100FCFEE0FEFEFE
	r11 = 0x344C5880
	r12 = 0         
	r13 = 0         
	r14 = 0x0000000140351550
	r15 = 0x0000000166D72C80
	rip = 0x000007FEEB150040
	xmm0  = [ [0, -nan, -nan, -nan], [0, -65536, -1, -1] ]
	xmm1  = [ [0, 0, 0, 0], [0, 0, 0, 0] ]
	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, 0, 0, 0], [0, 0, 0, 0] ]
	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: 1557879477

 

 

Message 190 of 1,214 (1,356 Views)