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If this is implying it's the game design's fault, I can't really get behind that since it's been working for other people aside from this guy who have been having crashes. But to be fair, this game is indeed not designed for PC so having bad codes can be true.
But if everyone else can play it normally, I don't see it can't be fixed.
The only thing it shows is that the crash is happening during code designed to prevent two threads from accessing the same resource simultaneously. It is the single most common cause of crashes on multi-threaded systems and I cannot pinpoint the exact source unfortunately.
Will another log helps?
This is the D3D11 Log[pastebin.com]. The main exception I've seen is the "non-continuable". As for the texture reference incorrect, that's a given for this game and we know it's not the cause.
I'd suggest setting the LogLevel to 1 or 2 in dxgi.ini and re-running the game. That'll tell me whether the engine is leaking texture memory or if it's deleting memory that's still in use. If it's doing the latter, the game's going to repeatedly crash.
http://www.emuline.org/topic/1449-tuto-wangan-midnight-maximum-tune-5-including-versus-play-lan-setup-extra-car-livery/
Actually, we already got used to those incorrect reference counted texture. It always happens, but very rarely any of these crashes happen because of it. But just in case, I'll still see if there's more to see in another log level.
It is Wangan Midnight Maximum Tune 5. That's why I've said it's not a game designed for PC despite being a DX11 title.