Crash on skill activation during large single-tick screen clears.
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Hello!
I am experiencing a rare but repeatable crash in PoE2 that occurs specifically at the moment of skill activation, most often during builds that clear many enemies with a single input. The crash happens on the same tick as the input, before visuals or enemy death states resolve. This suggests it is not occurring during result execution but during the initial scheduling or dispatch phase. What stands out is that this appears to be a one-tick fan-out. A single input results in a very large amount of work being queued simultaneously within one frame or tick rather than being amortized over multiple ticks. My observation is that if this work were naturally distributed across two or more ticks, the failure would likely not occur, I could be wrong though. From observation, many entities, effects and state transitions are queued at once from a single action and the crash happens before any of those results are presented. This points toward an issue during job submission, buffer preparation or similar orchestration under peak single-tick load rather than during gameplay logic execution. I do not have insight into the engine implementation so I cannot be more specific but the pattern is consistent. My system is stable and well within specifications and the crash only occurs under these single-tick high fan-out scenarios triggered by one input. I wanted to report this in case it aligns with known or emerging edge cases around large one-frame dispatches. Last edited by RegularOriginal#5529 on Jan 17, 2026, 4:16:34 PM Last bumped on Jan 17, 2026, 4:10:58 PM
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