Presumably this crash is due to a bug in either the Oculus SDK or DirectX itself as changing the order of releasing these objects should not have any effect.
@@ -942,8 +942,8 @@ BX_PRAGMA_DIAGNOSTIC_POP();
DX_RELEASE(m_swapChain, 0);
DX_RELEASE(m_deviceCtx, 0);
- DX_RELEASE(m_device, 0);
DX_RELEASE(m_factory, 0);
+ DX_RELEASE(m_device, 0);
unloadRenderDoc(m_renderdocdll);