Idk should this help at all
But heres ai sumary/possiple reasons for it (this is short version original has more than 2x detail thought with almost same information)
Im not xbox player so it doesnt effect but decided to do atleast something
Crashes are client-side, platform-specific, and high-frequency, triggered by fast vehicle movement, ATGM/rocket firing, particle-heavy effects, death/match transitions, and large/ high-density maps (Prokhorovka, Westfield, Dragon Ridge, Ardennen, Malinovka). They result from engine race conditions, deadlocks, or stalls caused by faster CPU/GPU timing and multithreaded physics/rendering interactions. Memory and asset load stress on complex vehicles/maps can cause engine stalls or invalid memory access, while smaller maps (Ruinberg, Vineyards) are mostly stable. A recent FPS/frame pacing update shifted thread execution, exposing latent engine/memory bugs, explaining the sudden increase in frequency, platform specificity, and post-crash issues (broken comm wheel/map pings