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They're running an illegitimate copy of the game, which is known to have major issues with crashes to the desktop.
That said, the core affinity trick is also one of the most effective ways to prevent the white screen issue from happening, which is the issue you're affected by as well by the way.
The issue either involves a frozen image (as in your case) or a completely blank/white image, with the characteristics of the game running in the background and still recognizing input. That's why you can e.g. save using Escape -> Enter -> Enter if you're in a quick save area even after the issue have occurred.
Anyway, try the CPU core affinity trick out. There's instructions for how to set up an automated shortcut you can use in the chapter about the issue in my guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=914437196
Blame your crack, I guess. Or Square Enix, although you sorta lost that "privilege" when you decided to use an illegitimate copy.
For me the solution with the crashes seems to be underclocking my GPU a little.
I've found that going about -50MHz on the core clock and -100MHz on the memory clock using MSI Afterburner works perfectly. Obviously you're going to lose performance, but it's marginal at this scale.
So my guess at what is causing the crashes is actually the GPU hitting a too high clock speed which it can't sustain. Due to the intense graphics and poor optimization of the game, there is put too much stress on the GPU until the graphics driver gives up.
Hope my solution works for at least some of you.
Process Lasso can both set Priority and Affinity manually, and saves the setting after the .exe program closes.
THANK YOU!
This was the only thing that worked for me to stop getting random crashes. Now I can finally get through the prologue.
Also AMD users don't have this problem anymore so long as their drivers are up to date. AMD actually solved the issue, unlike nVidia.
According to Kaldaien, the crash is due to some critical race condition bug that occurs because one shader is trying to write to some memory while another shader is reading from it. It's possible, I imagine, that limiting the number of CPU cores available to the game decreases the performance enough so that this race condition have time to solve itself before the second shader tries to access the resource that the first shader was working with.
Possibly.
Well, I'm not exactly seeing a lot of evidence from this thread that it's even working.
I also don't consider adjusting CPU affinity to really be a good solution from personal experience. Tends to just be a band-aid compensation to bypass other issues that need to be resolved with the system.