Quick answer: Gather the diagnostic data before drawing any conclusion, since the crash is often genuinely yours even when it looks like hardware. When it truly is hardware, explain it gently with evidence and help them anyway. Never lead with 'it is your PC.'
"Your game crashed my PC" is a report developers love to dismiss, and dismissing it is usually a mistake. Sometimes it really is failing hardware, dying RAM, an overheating GPU, a flaky power supply, but it is just as often your bug manifesting on a configuration you never tested. Leading with "it is your hardware" makes you look defensive and is wrong often enough to burn your credibility.
Do Not Diagnose Before You Have Data
The reflex to blame hardware is strongest precisely when you cannot reproduce a crash, which is exactly when you have the least information. An unreproducible crash is not evidence of bad hardware; it is evidence that the player's environment differs from yours. Gather the logs and device context first, then form a hypothesis.
An SDK that captures the crash stack, GPU, driver version, OS, and memory at the moment of failure turns a guessing match into a diagnosis. Bugnet attaches this context automatically, so you can see whether the crash is in your code, a driver, or a genuine hardware fault, before you say anything to the player.
When It Is Genuinely Hardware, Explain Gently
If the data really does point to hardware, a driver crash signature, a GPU that overheats only under load, say so kindly and with evidence. "The crash log shows your graphics driver failing, which usually means a driver update is needed, here is how to update it" helps the player and positions you as an ally, not an accuser. You are solving their problem, which happens to not be your code.
Offer the practical next step: update drivers, check temperatures, verify the minimum spec. Players who came in angry often leave grateful when you help them fix their actual problem instead of just deflecting blame.
Use Aggregate Data to Find the Real Pattern
One player blaming their hardware is anecdote. Twenty crash reports that all share a GPU vendor or driver version are a pattern, and that pattern is usually a bug you can work around, even if the root cause is in a driver. Grouping crashes by device context reveals whether "it is just their hardware" is actually "it is everyone on this chipset."
This is the trap of dismissing hardware reports individually: you miss the cluster. Aggregating reports by device and driver turns scattered "your game broke my PC" complaints into a single actionable issue affecting a known configuration, which you can then test against or guard around.
Blame the hardware last, after the logs, not first, out of reflex.