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If you have a beast CPU, use core affinity to limit it to however many cores it can use without becoming unstable. Usually 2-4.
These 3 simple things solve 95% of the game's crashes.
I make quicksaves every second because when going to certain areas the game will crash. It's like there's a memory leak no one bothered to fix.
The funny thing is that consoles have a similar issue. The game crashed on my PS4 like 10 times during a single playthrough.
The only downside to this workaround is that, for DXVK, it's going to async compile shaders so it'll introduce more stuttering (especially when entering new areas with shaders it hasn't previously compiled) but the stuttering clears up once it has a chance to compile the shaders and repeated playthroughs have no stutter at all. Not a perfect workaround but, if you want to play the game, this seems to be the way. :) Hope that helps some of you.
Edit: My specs for reference
Ryzen 5800X3D
AMD RX 7800 XT (Latest WHQL driver as of this post which is 23.11.1)
64GB DDR4 3600
Win 11
DXVK: https://github.com/doitsujin/dxvk
We have an infinite number of PC Hardware and Software configurations, and as we get further and further and further away from the time this game came out ... new systems with things which did not exist become a thing, Like I speak English but I sure as ♥♥♥♥ could not hold a conversation with a peasant from the 1500's who also speaks 'English', that's the issue PC's have but it's on a much larger scale.
It is part and parcel with PC gaming that ♥♥♥♥ sometimes goes wrong or simply does not work beyond a point (this was last updated in 2017) and you'll need to troubleshoot it yourself.
Edit: it was not my intent but I admitted it being pedantic.
Direct x off
stereo 3d off
msaa off
vsync off
texture quality high
texture filtering 4x
shadow medium
contact hardening shadows off
temporal anti aliasing on
motion blur on
depth of field off
bloom off
lens flare off
volumetric lighting on
sub surface scattering on
cloth physics off
ambient occlusion on
tessellation off
parallax occlusion mapping off
screen space reflections on
sharpen on
chromatic aberration off
level of detail medium