Drove NEW GAME deliberately (the menu's first item, no d-pad, which is what the
run that first hit the crash actually did). Three runs with --eh_dispatch on: no
crash, no throw, black screen before the save-slot screen. It is tempting to read
that as the flag working.
The run with --cache_throw_diag as well disproves it. That cvar logs the throw
BEFORE any dispatch is attempted, so a throw would appear whatever dispatch then
did — and there were zero. No guest exception happened, so neither flag ran any
code, so neither can explain the difference. What took those runs out is the
intermittent content-load hang, before the crash path was reached.
eh_dispatch therefore stays untested, and the entry says so with the reasoning
rather than banking a false pass.
Confirmed on the way: the screen after NEW GAME is DIFFICULTY — its whole-image
signature matches the earlier capture exactly — so the menu path is understood
even though the runs die after it.