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Hmm, this is nontrivial to trace down. The application is spinning and doing d3d work up until the point where it's killed. If you can attach a log with the same channels and esync disabled, that may be helpful.
As requested. I left it on the menu for a few seconds (which is the part of the load process after the bit that gets stuck with ESync enabled). trace2.log.gz
Works fine without ESync, but never finishes loading on startup if ESync is enabled (the loading spinner just goes on forever).
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