• Doodleschmit@lemmy.world
    link
    fedilink
    English
    arrow-up
    1
    ·
    3 months ago

    I know that finding this answer is insanely difficult (or, at least, I imagine it is) but I really am left wondering what exactly the DRM is doing while the game is active to have such a process/resource overhead.

    Like, async tasks that are holding a thread hostage until it’s sync point? Trying to run huge hash tasks to ensure local storage of game files are “intact”? And seriously, 1.5 - 2GB of RAM utilization? I have to imagine that’s not actually memory in use, but is just holding a giant block of gobbledegook so its harder to reverse?

    I’m not a software engineer, so I must be way off the mark, but from my small experience in the dev world as a QA person, the performance uplifts from removing DRM should not be this palpable… Right? I feel sorry for the actual devs who essentially just “find out” that their work is getting quite literally crippled by something that is universally hated by the consumer AND got cracked in 40 days of release.

    • entwine@programming.dev
      link
      fedilink
      English
      arrow-up
      2
      ·
      3 months ago

      Based on this, I think it’s a combination of factors. Besides the periodic runtime checks to verify your hardware fingerprint, it also does on-the-fly decryption of some values, and apparently does weird things with the stack. The decryption could have a big impact on memory consumption and performance, depending on the amount of data.

      That post says the performance impact in Hogwarts Legacy is negligible (even if their technique for measuring is imperfect), but I suspect that Denuvo is configurable by the dev. Maybe Capcom raised the slider up to 11, but WB kept it lower?