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.