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https://www.codeweavers.com/blog/rbernon/2022/9/12/ucrtcringedll-reverse-engineering-ucrtbasedll-for-pain-and-non-profit
Extract:
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Solution
There’s actually only one good solution to this issue: games, or game engines, should implement and embed their own maths approximations.
And now, you know how to build your own, it’s not so hard and there’s even existing open-licensed reference implementations for some extra easy.
Including the implementation within the game will ensure that - assuming the hardware works the same, but most of the time it does - it would not depend on the runtime anymore. Whether you run on Windows or Wine, it will give you the exact same results.
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After digging about this multiplayer desync issue, I found that replacing only ucrtbase.dll (64bits only) from the vcredist using cabextract is enough to avoid any desync issue. Also, not replacing the other dlls can possibly avoid some slowness, even if I did'nt see any maybe it can have impact on lower-end cpu.
Sources on same desync issue
- CompanyOfHeroes2:
https://github.com/ValveSoftware/Proton/issues/3875#issuecomment-813091381
- dawn of war:
https://github.com/ValveSoftware/Proton/issues/3481#issuecomment-1242828198
Yes, it appears the default recomended settings will work, and should even be an improvement over what I have written for the current swap fix. Will Update the guide.
Still have isues with crashes during zoomed-in battles with medium scale missle spam, but the stuttering is gone.