![]() Step 3: We setup the game project on the protection server and send a cmd line tool to the dev team with instructions how to embed it to the build process Step 2: We create and run our performance profiler and play the game collecting performance uncritical functions Step 1: Provide us (access to) a (running) build with three compiler / linker settings enabled: /pdb /map /fixed:no the Steam app ID and Steam private key We have an online encryption service which is available as SaaS (hosted in the AWS). ![]() The protection is a post-compiler step and does not need any source code modifications on your end (only three compiler / linker settings must be enabled in VS). According to Sega, Denuvo had nothing to do with Sonic Mania's always logged requirement Based on this old source, Denuvo doesn't take away from development resources/time since the profiling is done by Denuvo and it's a post-compilation step (for a 20€ game, costs 1~2% of total sales. Edit: yet some people claim they saw performance increases after the patch that removed it RiME developers don't think Denuvo was the thing responsible for their performance issues (they removed it because it got cracked, which means keeping it was useless). Denuvo doesn't repeatedly rewrite on your SSD ( Tests showing that it's not Denuvo, Denuvo also explicitly denies, indication that it's exclusive to DA:I, other claims are unsourced.) Games don't work on virtual machines anymore (Wine for Linux and MacOS unofficial support impossible) Edit: apparently that's fixed, thanks madjoki Denuvo is not future-proof (servers failure will make games unplayable) Denuvo requires online activation (periodically or at every hardware change) Edit: apparently the "periodic" check is the DRM protected by Denuvo, not Denuvo itself Denuvo hampers unofficial modding (modifying the executable is not possible)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |