Comments (5)
Hello,
I successfully played an entire game (more than 2hours) with a windows gamer and one AI.
I used proton experimental and hosted the game, and my friend modified its settings.json to override the game_client platform_architecture to AMD64-WINE.
I made comments on steam community hub:
https://steamcommunity.com/app/1575940/discussions/1/7026264603287932608/#c7026264603290039319
I Hope this can help.
from proton.
+1 to this issue, apparently the check exists because of desync issues. Here's a forum thread from the Sins 2 forums that provides a bit more information: https://forums.sinsofasolarempire2.com/529788/
I've contacted the Sins 2 developers as well, and got the following response:
we do not support multiplayer between different architectures sorry (will go out of sync)
And I can confirm, this affects both joining and hosting lobbies.
Just thought I'd provide a bit more information on this issue, as I'm also affected.
from proton.
Looking at the error log posted in said forum (https://pastebin.com/MNw9tLe6), the desync happens due to a different "random_stream" value. Maybe the game is relying on the random number generator being exactly the same on both machines and there's some kind of one-off error in Wine that results in different random numbers?
But the dev's answer also sounds phishy. Windows and Linux with Wine aren't two different architectures. The architecture is exactly the same - amd64. The fact that they decided to display it as "amd64-wine" doesn't make it a different architecture.
from proton.
The issue here is that Wine's reimplementations of the Microsoft's Visual C runtime does not copy the behavior perfectly, so with some games like this ones where each players runs the whole simulation and sync only commands, these very small behavioral differences can cause missmatches.
Therefore :
only wine players is ok,
only windows is ok,
but any mix cause desync sooner or later.
The devs probably tested and witnessed this and decided to isolate them.
The solution to install the official Microsoft's DLL from the redist package solves the issue, because by doing that, everyone have uses the same implementation : the Microsoft's one.
from proton.
@zFERDQFREZrzfq is correct (I added the sandboxing for this reason)
from proton.
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from proton.