Immediate crashing when entering any world since 4.0.0.3155

FlamingSkull shared this bug 2 hours ago
Submitted

Hi,


With the "Hostile Encounters" update, which I'd really love to test, I cannot start any world in SE2. Upon loading screen SE2 terminates within a few seconds with "Application has crashed!" and "We are sorry for the inconvenience. See the logs for details.". It doesn't seem to be affected by which world I load, not even a new "Concordia Facility". The hotfix 4.0.0.3159 didn't solve the issue.

I had posted this issue (including the logs) via the ticket system but no reaction so far. Today I probably can tell why the game crashes and maybe other people have a similar problem:

The logs indicate a fatal exception due to unsupported AVX instructionsets:

> 2026-10-25 19:40:00.824 - Main Thread -> [Crash Handler]: A fatal exception was caught by the crash handler. Preparing the crash report.

2026-10-25 19:40:00.824 - Main Thread -> Exception occurred: System.PlatformNotSupportedException: Operation is not supported on this platform.

at System.Runtime.Intrinsics.X86.Avx.MaskLoad(Single* address, Vector256`1 mask)

at Keen.VRage.Animation.Client.Data.RelativeTransformsSoA.ConvertAoSToSoA(ReadOnlySpan`1 input, RelativeTransformsSoA soa, Int32 count)

at Keen.VRage.Animation.Client.Animator.Animator.EvaluatePoseVectorized(Span`1 pose, IClipDataProvider provider, AnimatorRequest request, ModifiersCollector& modifiers)

at Keen.VRage.Animation.Client.Animator.Animator.UpdatePoseSimd(IClipDataProvider dataProvider, AnimatorRequest animatorRequest)

at Keen.VRage.Animation.Client.GameObjects.MultiStrategyAnimatorComponent.AnimatorPoseUpdate()

at Keen.VRage.Animation.Client.GameObjects.MultiStrategyAnimatorComponent.AnimatorPoseUpdate_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext)

at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex)

at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync)

at Keen.VRage.Core.Game.Systems.Session.Update(Boolean doEntityLifetimeUpdates)

at Keen.Game2.WorldTickComponent.Tick()

at Keen.Game2.ClientWorldTickComponent.Tick()

at Keen.Game2.GameAppComponent.GameUpdate()

at Keen.Game2.GameAppComponent.GameUpdate_InvocationStub(Byte** __dataPointers, Int32 loops, Scene __scene, Object __jobContext)

at Keen.VRage.DCS.Scenes.Scene.RunJob(Int32 jobIndex)

at Keen.VRage.DCS.Scenes.Scene.Tick(Boolean doSync)

at Keen.VRage.Core.VRageCore.Update(TimeSpan timeDelta)

at Keen.VRage.Library.Utils.AppLoop.Run(Action`1 tickCallback)

at Keen.Game2.Program.Main(String[] args)

2026-10-25 19:40:00.862 - Main Thread -> [Crash Handler]: Preparing Crash Report...

...


I know that my rig is quite old. But it ran SE2 quite smoothly before. Is there a compatibility option you could think of or build in when an unavailable feature (like AVX) is 'bout to be used? I mean it worked before.

OS: Windows 10 (22H2)

GPU: Nvidia GeForce RTX 3050 (6 GB)

CPU: Intel Core i7 2.80Ghz

RAM: 12 GB

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