this post was submitted on 24 Oct 2024
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Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ
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Regarding performance implications: I believe Denuvo DRM runs through a type of virtual machine environment. While this theoretically should be relatively transparent, there are definitely documented instances of it negatively impacting performance, sometimes severely. Maybe the VM it runs in is just bad with certain instructions/calls on certain CPU's or api's, hard to tell for sure. But it's not nothing.
Basiaclly all DRM models have had variations of that problem. It, again, boils down to what the check is, when they do it, and how often they do it.
For example:
And Denuvo is kind of the worst of all worlds since it is an activation model which, potentially, involves phoning home to a server.
To my knowledge, every single case of "Denuvo killed performance in mah gerhms!!" was either
I am not aware of anything that was fundamentally denuvo itself. I would love to know more if you can point to a documented example but everything I have seen that actually has numbers ends up being one of the above.
You seem to be arguing it's all about the implementation of the phoning home itself- I'm arguing that running the entire executable/binary through a virtual environment likely has far more drastic performance implications than a phone home, regardless of frequency. It probably IS mostly an implementation problem, but I'm more inclined to believe that the implementation of the Denuvo virtual environment is at fault, not just a server call and response delay. **EDIT: Apologies, forgot to include a link- see HERE. Looks like a substantial/measurable difference. Not massive, as measured here, but certainly enough that if your hardware is just barely able to run a game it could easily make or break the entire experience.