Version 94 of Quasar (and versions below 61) are using
OpenGL Shading Language 3.30 (OpenGL 3.3), the versions that were crashing are using OpenGL Shading Language 1.20 (OpenGL 2.1)
The reason I switched to the older version of OpenGL for version 61 was because around October 13, a user on discord reported being unable to run the OpenGL 3 version but the OpenGL 2 version worked fine. They were on an Intel UHD Graphics 630.
I use GL Shading Language to draw circles on the System Map and the Galaxy map. I dont have any other choice because the alternative, which is to draw every circle as a series of many straight lines, is drastically slower. Aurora VB6 (and C# probably?) gets around this because it is not using a 3D engine so it doesn't have to redraw every circle every frame, the OS handles that. The benefit of using shaders though is that it draws even faster than OS rendering and it can draw perfect circles of any size at the same speed, with anti-aliasing.
Unfortunately it sounds like your device can't handle OpenGL shaders very well even on the version that runs. At some point I could probably add a fallback rendering method, but it would be incredibly choppy and I have a lot of other things I need to work on. If you're able to find any drivers you can find for your device that better support OpenGL shaders let me know!