[HN Gopher] Denuvo Analysis
       ___________________________________________________________________
        
       Denuvo Analysis
        
       Author : StefanBatory
       Score  : 196 points
       Date   : 2025-06-09 16:50 UTC (1 days ago)
        
 (HTM) web link (connorjaydunn.github.io)
 (TXT) w3m dump (connorjaydunn.github.io)
        
       | mdaniel wrote:
       | I haven't pirated games since I was in highshool, but this
       | nonsense has resulted in the worst UX for games I have _paid_ for
       | - with no recourse on my part. I guess it 's like Cloudflare:
       | some people have to suffer because other people don't behave
       | nicely
        
         | alias_neo wrote:
         | I also haven't pirated games since I was a child, but I run
         | Linux, and I game on Linux, whether desktop or on my ROG Ally
         | (Bazzite).
         | 
         | The experience for me, when I buy a game, is that I either
         | don't buy one with DRM, or, I buy one that _might_ work, and
         | then I spend a little while trying to get the right version of
         | Proton that runs correctly, and get banned / blocked
         | temporarily for switching my machine identifiers or something
         | too much.
         | 
         | It really is a sick joke that the experience for gaming, music
         | and video is all far, far better for those who _don't_ pay than
         | for those who do.
        
           | Kokouane wrote:
           | > It really is a sick joke that the experience for gaming,
           | music and video is all far, far better for those who _don't_
           | pay than for those who do.
           | 
           | Denuvo is effective enough that if a game has it, it is
           | almost impossible to pirate. So in most cases, it is either
           | pay or do not play the game at all.
           | 
           | There was one key player who knew how to crack Denuvo DRM.
           | They went by the name Empress but haven't cracked anything in
           | the past year, and also mentally deranged, often including
           | very transphobic rants in the NFO file of the torrents they
           | release.
        
             | alias_neo wrote:
             | > it is either pay or do not play the game at all
             | 
             | That's still a net win for the pirate I'd argue; for them
             | it's zero steps to "don't play the game at all", for
             | someone like myself it's pay->waste time trying to get it
             | run and fail->refund/no-refund.
        
               | charcircuit wrote:
               | The wasting of time is because you are using an
               | unsupported operating system. It sounds like if you
               | switched to one you wouldn't have to waste time since the
               | OS would support everything the game needs.
        
               | protimewaster wrote:
               | It feels optimistic to think that the DRM works perfectly
               | on every possible configuration running a supported OS
               | though, does it not?
        
               | kbolino wrote:
               | There is quite a bit of anecdotal evidence that many
               | Denuvo-protected games run worse _on the recommended
               | hardware and O /S_ until the Denuvo protection is
               | removed. The end result is a worse day-one experience for
               | the people who pay the most than for either the pirates
               | (if any) or the people who wait for the game to fall out
               | of the early hype phase.
        
         | josu wrote:
         | >some people have to suffer because other people don't behave
         | nicely
         | 
         | It's self fulfilling though. Some people won't behave nicely if
         | a game comes with Denuvo.
        
         | izzydata wrote:
         | What part of the experience suffers from Denuvo? I've had games
         | with Denuvo and then had Denuvo removed and at least in my
         | limited personal experience there has been no discernible
         | difference.
         | 
         | I can understand the argument against DRM in general and owning
         | things you buy, but that seems like a different problem.
        
           | RedCardRef wrote:
           | https://youtu.be/07NMuobVVwQ?si=6X_uZQoK11ZJcebI
           | 
           | https://youtu.be/1VpWKwIjwLk?si=JxjXuhJJAutXp1ww
        
             | izzydata wrote:
             | Interesting. For how effective Denuvo is the impact is
             | negligible. Less than 1% average framerate and seconds of
             | loading time.
             | 
             | The disk space usage is weird, but 100mb to 300mb
             | executables is irrelevant in the age of terabyte drives and
             | 50gb game installs.
             | 
             | Nice to confirm that there was no way I was ever going to
             | notice its impact.
        
               | nneonneo wrote:
               | The clever thing here is that Denuvo is only used to
               | protect certain functions, not the entire game. The
               | functions it protects should be functions that run
               | infrequently, but contain enough critical game logic that
               | they can't just be replaced wholesale by a cracker. I
               | believe the game developer themselves chooses what
               | functions to protect. If they protect too much (or
               | protect the wrong functions) performance can suffer,
               | whereas if they don't protect enough, the crackers' job
               | is too easy.
        
               | izzydata wrote:
               | I wonder if Denuvo the company charges more or less
               | depending on how much function protection the developer
               | chooses or if it is a flat rate.
        
               | Cold_Miserable wrote:
               | From the "analysis" I gather it works by encrypting the
               | .exe and the key's are server-side. The hardware info is
               | used to further encrypt it.
               | 
               | I think the goal should be to fool the checks rather than
               | remove the encryption which would be a nightmare. CPUID
               | can output whatever you want, it just reads MSR's. I'm
               | sure there are possibilities to use kernel drivers to
               | make windows functions also read out whatever you want.
        
         | onli wrote:
         | Just in case that's helpful, there is a Steam curator that
         | marks games protected with Denuvo, to make that fact more
         | visible before you buy them.
         | https://store.steampowered.com/curator/26095454-Denuvo-Watch...
        
       | tristor wrote:
       | Very interesting analysis and as someone who practiced
       | reversing/cracking in my youth, it helps me to understand why
       | Denuvo is so effective. I have, for awhile, had a policy that I
       | will not buy any game with Denuvo, and I continue to stand by
       | that policy. I only play games w/ Steam on Linux (Steam Deck or
       | Framework 13 laptop) and Denuvo makes this impossible, so it's a
       | hard no from me. But I respect the engineering they invested into
       | this DRM.
        
         | xienze wrote:
         | > I only play games w/ Steam on Linux (Steam Deck or Framework
         | 13 laptop) and Denuvo makes this impossible
         | 
         | Are you sure about that? I have a ROG Ally running Bazzite and
         | I have played several games on this page[0] that use Denuvo.
         | 
         | 0: https://store.steampowered.com/curator/26095454-Denuvo-
         | Watch...
        
         | akimbostrawman wrote:
         | Denuvo DRM works on linux however it does require an internet
         | connection and you can get banned for +24 hours if you play on
         | more than 3-5 devices a day (a proton prefix also counts as 1
         | device).
        
         | andoando wrote:
         | I mean why shouldn't game developers protect their game from
         | piracy?
        
           | yjftsjthsd-h wrote:
           | Because it punishes legitimate users
        
           | kbolino wrote:
           | The best protection from piracy has always been making the
           | product available at a reasonable price in a convenient
           | fashion. This is echoed by Gabe Newell, founder of Valve, the
           | makers of Steam, who said: "piracy is almost always a service
           | problem and not a pricing problem...." I think the actual
           | operation of Steam has shown that pricing matters too, since
           | it is well known for its unusually generous sales compared to
           | other (legitimate) digital stores. The point is that if you
           | meet the customer where they're at, as frictionlessly as
           | possible, you will outcompete the pirates.
           | 
           | DRM's primary purpose is to force consumers into an
           | ultimatum: accept our inflated pricing and enforced
           | inconveniences, or get nothing at all. For some products,
           | this is part of their brand identity, since they bill
           | themselves as "premium" or "AAA". For others, it's
           | enforcement of their monopoly control (e.g., sports
           | broadcasting). In all cases, it's treating the consumer like
           | a disposable and squeezable commodity, which isn't
           | necessarily inaccurate for some products and their target
           | audiences, but certainly isn't the only way to do business.
        
             | andoando wrote:
             | 1. There is certainly a large number of people who will
             | pirate whether the game is $60 or $5. If you made pirating
             | easier and consequence free, itd be a donation model. Gabe
             | Newells statement speaks more to doing the best under bad
             | circumstances, than openly espousing piracy (make games
             | cheap enough that paying is worth the convenience of going
             | through hoops to pirate it). If he was fully sincere in
             | that statement he ought to allow all their steam store to
             | be downloaded for free.
             | 
             | If you cut down the difficulty of cracking a game, and
             | generally made it easier to pirate, wed just have a nice
             | cracked Steam store anyone can download any play anything
             | they want, do you really think thats going to help the
             | market?
             | 
             | 2. Characterizing the buying and selling of a goods, a non
             | essential like a video games no less, as an "ultimatium" is
             | ridiculous. By pirating youre just subsidizing the cost of
             | the game onto people who paid for the game legitimately.
             | 
             | You developed the game, you have the right to charge
             | whatever you want for it.
             | 
             | Perhaps there are arguments to be made since copies of
             | digital goods are essentially free, but this isnt it
        
               | kbolino wrote:
               | You can characterize it as you wish, but the optimal
               | amount of piracy is not zero, it's whatever amount costs
               | more to quash than you will gain in revenue from quashing
               | it. For many endeavors, this is quite a large amount of
               | piracy, perhaps even larger in numbers than legitimate
               | acquisition. For other endeavors, the balance lies
               | somewhere that feels more favorable to the creator. There
               | are many ways to find roughly where this line is, and DRM
               | can be part of an effective scheme, but it can also be
               | (and usually is) a crutch that obfuscates the line
               | instead.
               | 
               | Valve is not a charity and tolerating some piracy
               | pragmatically is not equivalent to wanting a free-for-
               | all. What's good for the consumer can still be good for
               | the creator and Steam has proved that. It doesn't need to
               | meet some purity test.
        
           | justsomehnguy wrote:
           | The pesky pirates don't have a problem running the game.
           | 
           | The legitimate _buyers_ do have.
           | 
           | Who you want to annoy more - the people who gives you money
           | or the people you never heard and you would never hear about?
        
       | farmdve wrote:
       | What isn't mentioned in the article is _why_ UD2 is chosen. It is
       | a relic from the SecuROM days, in fact, one of the developers on
       | SecuROM is the one who also works or worked at Denuvo.
       | 
       | I would imagine many things from the SecuROM era live on in
       | Denuvo.
       | 
       | But if you read the article you will realize that certain games
       | will not work in the future due to Denuvo.
       | 
       | "This destroyed any exception-based hooking since majority of the
       | time an exception is triggered, Windows will write an
       | EXCEPTION_RECORD high up in unused stack space. You can probably
       | see where this is going. Now, whenever the CPUID is hooked via an
       | exception, that important value will become overwritten with an
       | EXCEPTION_RECORD, causing undefined behaviour later on. I believe
       | this can be bypassed if you attach a debugger to the process and
       | set certain flags when it comes to exception handling, but the
       | method of patching every hardware check is still cumbersome due
       | to randomness anyway."
       | 
       | As Windows matures, behaviour can change, breaking certain stuff.
        
         | musjleman wrote:
         | > As Windows matures, behaviour can change, breaking certain
         | stuff.
         | 
         | How do you expect the aforementioned tech to break the games
         | it's on? If anything it "breaking" will just make the anti-
         | tamper feature ineffective.
        
           | ainiriand wrote:
           | I imagine that if some Denuvo servers enter legacy status at
           | some point they'll be removed entirely.
        
             | sbarre wrote:
             | Yeah it's not uncommon to see Denuvo patched out of a game
             | title once the initial sales window has passed..
             | 
             | I wonder if that's because they want to avoid these kinds
             | of future incompatiblities with the underlying OS as it
             | evolves.
        
               | transcriptase wrote:
               | IIRC Denuvo costs a fortune to keep in a game, since it's
               | a subscription model. Once sales sufficiently taper off
               | there's not much sense in paying for it anymore.
        
               | everyone wrote:
               | Some games have had it for an extremely long time. and
               | some publishers _never_ remove it (Eg. Sega). In some
               | cases I guess they got a lifetime deal with an older
               | version of Denuvo, but other cases are sus. I wonder is
               | it for money laundering purposes.
               | 
               | Theres a list of every game that currently has denuvo
               | here... https://www.reddit.com/r/CrackWatch/comments/p9ak
               | 4n/crack_wa...
        
               | evilkorn wrote:
               | I think the dev pays for the service window and after the
               | Denuvo contact is up they update the game without it.
        
           | farmdve wrote:
           | The anti-tamper codes, if any tampering is detected will
           | crash on undefined/unallocated regions. Meaning that if
           | Windows ever were to overwrite that region for whatever
           | reason, will trigger the crash.
           | 
           | Such was the case for SecuROM in early days. It featured the
           | CRC checks mentioned, if any single byte was changed,
           | including an INT (breakpoint) instruction, it would crash.
           | Here it's unlikely that it wont crash. Rendering the game
           | inoperable.
        
       | flerchin wrote:
       | I'm confused by calling the identifying information "stolen
       | constants" or "stolen instructions". I don't understand why it's
       | considered stolen. Do we mean "intercepted"?
        
         | nneonneo wrote:
         | The "stolen" constants/instructions are bits of code that were
         | in the original (VM-obfuscated) binary. These
         | constants/instructions are deleted from the binary and provided
         | by the server in an obfuscated form. Effectively, the binary
         | you get when buying the game is incomplete: you get a dynamic,
         | encrypted, system-dependent patch from the server that supplies
         | the missing pieces (the "stolen" pieces).
        
         | mpeg wrote:
         | It's a very common term in reverse engineering, and low level
         | programming in general. In VMs you usually say "stolen" to
         | refer to bytes/instructions/constants that have been taken from
         | the original binary and put somewhere else (whether obfuscated
         | or not, whether still in the local binary or in a server like
         | with denuvo)
        
       | rjh29 wrote:
       | It is clearly effective. Go to a PC game piracy site and most
       | games will be available, but anything covered by Denuvo is
       | unavailable even years later. Either nobody is willing to crack
       | it (unlikely) or Denuvo have done an exceptional job.
        
         | devmor wrote:
         | To some degree this is true, but it's cost-benefit analysis
         | rather than being uncrackable. Denuvo is so invasive that
         | software exploits aren't worth the effort (or risk on behalf of
         | the user), and physical exploits are sold instead.
         | 
         | For example, physical FPS exploits include devices that sit in
         | the HDMI/DP chain with a USB output and emulate a keyboard and
         | mouse.
        
         | clayhacks wrote:
         | There's definitely been plenty of denuvo games cracked, but I'd
         | say most games that haven't been cracked have denuvo. I think
         | it also depends on the version of denuvo. Newer versions seem
         | pretty well protected
        
         | 0cf8612b2e1e wrote:
         | Could some of that be the decreasing share of single player
         | games? Multiplayer, always online games are a moving target vs
         | an offline game you only need to crack once. Everything "needs"
         | to be online, user experience be damned.
        
         | sph wrote:
         | There are cracked Denuvo games, and no anti-piracy scheme is
         | unbreakable, ever.
         | 
         | If it can run on your PC when copy-protected, it means at some
         | point the CPU executed the right instructions, so a crack is
         | always possible to create. It's just a matter of how much
         | effort and time is it to reverse-engineer it. You cannot copy-
         | protect software indefinitely.
         | 
         | I remember feeling cool as fuck as a teenager because I cracked
         | GTA 3 by dumping the live memory of the binary post decryption.
         | Of course it's been 25 years, so the status quo has improved by
         | a lot and god knows how many man-years and kWh are wasted on
         | copy protection.
        
           | gpderetta wrote:
           | Technically some CPUs support secure enclaves that should
           | support end to end encryption which should be robust short of
           | lifting the encryption keys from the die. In practice things
           | like SGX have been full of holes.
        
             | hansvm wrote:
             | Even assuming those are flawless, lifting keys is still
             | O(n) in the key size, and the battle is just increasing the
             | constant factor enough to make it unattractive. The problem
             | is that lifting keys is attractive for reasons much more
             | valuable than game cracking, so after a few years they
             | should always be assumed compromised.
        
           | dist-epoch wrote:
           | X-box is unbreakable.
        
             | phantompeace wrote:
             | So was the PS3, until it wasn't.
        
               | zeusk wrote:
               | but afaik, we still don't have a break on xbox one
               | released 2013 - 12 years later.
        
               | OptionOfT wrote:
               | I love this presentation by a Microsoft person on the
               | security aspects of the Xbox One:
               | https://www.youtube.com/watch?v=U7VwtOrwceo
        
               | dyingkneepad wrote:
               | Perhaps it's just that xbox is irrelevant, when you have
               | PC and Playstation?
               | 
               | To me, Xbox is that video-game you get when you ask for a
               | Playstation and your parents don't understand video-
               | games. Their versioning scheme even helps make sure the
               | parents fail to purchase the latest generation.
        
               | davikr wrote:
               | there has been one recently that led to the dumping of
               | games on xbox one and serie and the beginning of
               | emulation projects
        
         | jampa wrote:
         | I think it is a combination of both. From what I heard, Denuvo
         | hires many people from "the scene," and when someone cracks it,
         | they pursue them aggressively.
         | 
         | Denuvo is also not a massive target because there are too many
         | games nowadays to care about a specific one. The exception was
         | when "Hogwarts Legacy" was released with Denuvo, and people
         | went crazy for a crack which was delivered just 13 days later.
        
           | mathverse wrote:
           | Denuvo does not need to hire from the scene. The scene is not
           | some magical place full of uber leet crackers. People doing
           | denuvo have the same or better skills.
        
         | qualeed wrote:
         | > _anything covered by Denuvo is unavailable even years later._
         | 
         | That sounds like a marketing claim. There's a bunch of denuvo-
         | protected games that have been cracked. As far as I am aware,
         | although I am not completely up to date, there are more denuvo-
         | protected games that have been cracked than not.
         | 
         | For awhile I feel like there were monthly headlines along the
         | lines of "Denuvo cracked within hours of game release" (e.g.
         | https://www.techspot.com/news/71543-denuvo-protected-
         | games-n...).
         | 
         | (I agree that Denuvo is generally effective for its goals,
         | especially at game launch when it is most valuable. It's just
         | not infallible, by any stretch.)
        
           | MallocVoidstar wrote:
           | The vast majority of Denuvo games are no longer cracked.
           | There's a list of cracked/uncracked Denuvo games here: https:
           | //old.reddit.com/r/CrackWatch/comments/p9ak4n/crack_wa...
           | 
           | I think some of the recent 'cracks' were mostly errors by the
           | developers, allowing the demo of a game to load the full data
           | files or shipping an unprotected EXE on accident somewhere
           | (sometimes they leave a debug EXE lying around).
        
           | guizadillas wrote:
           | Well you need to update, there no one right now actually
           | cracking denuvo
           | 
           | Most "cracked" denuvo games are games cracked AFTER denuvo
           | was removed by the publisher in an update (usually 6 months
           | after release)
           | 
           | Just look at the Yakuza/Like a Dragon games
        
             | qualeed wrote:
             | > _there no one right now actually cracking denuvo_
             | 
             | The claim was that games protected by denuvo are uncracked
             | _years later_.
             | 
             | What is happening _right now_ is important and interesting,
             | too, but not the claim the person I replied to made.
             | 
             | " _anything covered by Denuvo is unavailable even years
             | later_ " just isn't true. And that's what I was replying
             | to.
        
               | xdfgh1112 wrote:
               | One example is anno 1800. Games where the profit model is
               | continually selling dlc (as opposed to making most of
               | their money on day 1) will likely continue to pay for
               | denuvo.
        
           | SSLy wrote:
           | by my best count there are ~80 uncracked and ~190 cracked
           | denuvo games. Demo bypassess etc count as uncracked. Further
           | ~130 games had Denuvo removed after release.
        
           | mardifoufs wrote:
           | I thought EMPRESS (the only one that was able to consistently
           | put out cracks and only for some games) retired. So there's
           | literally no one who's cracking any recent games, which is
           | all that matters for publishers.
        
             | qualeed wrote:
             | > _no one who 's cracking any recent games, which is all
             | that matters for publishers._
             | 
             | Sure!
             | 
             | That wasn't the claim made by the person I replied to. They
             | said " _anything covered by Denuvo is unavailable even
             | years later._ " which isn't true. That's what my comment is
             | about.
        
         | bri3d wrote:
         | The most important thing about Denuvo is that it's on a
         | subscription license to the game publishers, so it's almost
         | always removed after some length of time. This is critical in
         | understanding why it isn't cracked as often, because they've
         | shifted the economics to "spend 3 months tediously removing
         | obfuscation methods or wait 1 year and the game is unprotected
         | anyway."
         | 
         | > anything covered by Denuvo is unavailable even years later
         | 
         | I don't think this is true in the general case.
         | 
         | > Either nobody is willing to crack it (unlikely)
         | 
         | That's exactly what's going on - it's a matter of time-benefit,
         | not "possible." What's groundbreaking with Denuvo isn't that
         | the overall technique is incomprehensible but rather that it's
         | insanely tedious to remove and very difficult to automate. They
         | haven't made some groundbreaking theoretical technique, they've
         | applied so many "standard" ways to obfuscate a binary that it
         | becomes more annoying than it's worth to remove.
        
           | bee_rider wrote:
           | Is this, uh... actually a good outcome? If games make most of
           | their money in the first couple months anyway (I'm not sure
           | about this claim but it seems intuitively possible, at least
           | for AAA), then getting anti-piracy for that timeframe seems
           | like a high priority.
           | 
           | Then, the subscription can be allowed to lapse... and the
           | game can be preserved, at least to the extent to which it can
           | run without servers. If we have any belief in the "games as
           | art" idea, this seems like a good result for preserving art.
        
             | nemomarx wrote:
             | It works out pretty well as long as publishers follow that
             | step yeah. it would be nicest to open source the game after
             | it's life span maybe
        
               | phoronixrly wrote:
               | It would be nicest not to use unethical software (Denuvo
               | or any other DRM) and distribute the game source with the
               | binaries since the initial release. I can't believe that
               | this needs to be repeated and that our understanding of
               | open source has been perverted to 'is it on Github, and
               | do the devs/community work for free so we can take
               | advantage from them?' and that it's ok for games to be
               | proprietary software...
        
               | delta_p_delta_x wrote:
               | As someone who regularly used to visit the ship and heavy
               | rain websites for video games, I actually feel the modern
               | usage of Denuvo--protect sales for the first bit, and
               | then remove it for the long tail--is a decent middle
               | ground between EA-style DRM that locks down a game and
               | its servers for ever, versus having a game completely
               | blown open the first day, and a new-ish studio losing a
               | considerable amount of genuinely-deserved revenue the
               | first few days after release because they had no DRM on.
        
             | 12_throw_away wrote:
             | I mean, I'm pretty happy with the arrangement. People who
             | buy day-1 bugfests for full price have to deal with awful
             | DRM. But if you wait a year or two, then the most egregious
             | bugs get fixed, it goes on sale, and the intrusive DRM is
             | gone.
             | 
             | Of course, this means that casuals like me get a much
             | better experience than their core, dedicated, day-1
             | customers ... but really, that sort of contempt for your
             | core audience is a foundational principle of AAA these
             | days.
        
           | KennyBlanken wrote:
           | > The most important thing about Denuvo is that it's on a
           | subscription license to the game publishers, so it's almost
           | always removed after some length of time.
           | 
           | No, the most important thing about Denuvo is that PC gamers
           | are forced to upgrade their hardware because Denuvo is such a
           | performance hog. All you have to do is wait until Denuvo is
           | stripped and the game will run much faster.
           | 
           | Frankly, it wouldn't surprise me if there's a conspiracy
           | between Denuvo and Intel/AMD/NVIDIA where Denuvo goes out of
           | their way to hurt performance on a really popular title, thus
           | forcing people to upgrade.
           | 
           | Idiot writers at gaming websites claim a new patch to a game
           | that's been out for a while has "optimizations" and lauds the
           | developers for slaving away to make an already-finished game
           | faster. The reality is that they just stripped out Denuvo.
        
             | Tadpole9181 wrote:
             | I agree that I've seen anecdotal evidence that Denovu slows
             | down _some_ games considerably. That said, a conspiracy
             | between every major hardware manufacturer and Denovu is
             | certainly a bridge too far. It 's far more reasonable,
             | especially after reading this article, that there's a
             | significant cost to all this encryption and wrapping and
             | redirection if it's not applied carefully and enters a hot
             | path.
        
         | Thaxll wrote:
         | The goal is to get your game protected at release because this
         | where most of the money is made.
        
         | perching_aix wrote:
         | Successfully got me out of gaming as a kid a decade ago when it
         | started being implemented everywhere. Not exactly the business
         | idea they had behind it I don't think. Now I just play F2P
         | gachas and check in on Game Pass every now and then, so no
         | conversion ever since either.
        
       | StefanBatory wrote:
       | Also unrelated, but seeing "A 2nd Year Computer Science Student"
       | in the blog name was both breathtaking in a positive way, but
       | also hurts a little. Kudos to the author, seriously.
        
         | mpeg wrote:
         | Students are the only people with the patience for deep RE, I
         | spent hours and hours in my teens unpacking binaries that used
         | similar VMs and got pretty decent at it.
         | 
         | Nowadays, there is no way I could do it, I tried to get back
         | into hackthebox recently and the new RE challenges make my
         | brain hurt.
        
       | doctorpangloss wrote:
       | Game developers have Denuvo as an anti-piracy option. This is
       | your choice for single player PC games.
       | 
       | There's also multiplayer as anti piracy. It is impracticable to
       | spoof unseen, complex server code forever.
       | 
       | Environment Integrity is the most flexible. That means you can't
       | pirate because you can't sideload code that doesn't belong to
       | you, and that a remote license check cannot be spoofed. The
       | environment also has to provide enough incremental value in
       | updates that most people will keep auto-update on. Although, of
       | course, Apple could force updates.
       | 
       | To me, the problem is how to avoid this conversation altogether.
       | The kind of person who has the personality defect that makes him
       | post rants about DRM doesn't listen long enough to figure out
       | "validity" in games.
       | 
       | Like imagine when people invoke that word, "valid." This is what
       | DRM is about to audiences, not technology. Video games are
       | aesthetic experiences, you don't have to play them to survive, to
       | me it is valid to consider anything related to the game, like its
       | DRM or the development team or whatever, as fair game for
       | "valid." But.
       | 
       | If you don't think Denuvo is valid, you don't think "AAA single
       | player games on PC" is valid. And maybe that's okay, maybe you
       | can only go to iOS or the Switch or PS5 (Environment Integrity
       | DRM) for AAA single player. There are no indie developers on
       | consoles, so suddenly, you are also saying, "the only place for
       | single player that costs money to make for self published is
       | iOS."
       | 
       | This is why I personally find the crusade against Denuvo so
       | ironic: the people who could take the biggest creative risks and
       | reap the most reward, including the right to keep making whatever
       | it is they want, benefit the most from Denuvo.
        
         | keyringlight wrote:
         | One thing I try to bear in mind with this is while there's a
         | lot of anti-corporate discussion alongside video games, they're
         | quite often contrary to what happens in the wider world when
         | you compare against what games or companies are successful. A
         | lot of it skirts around the concept that developers big or
         | small take money to be made and don't seem to have a good idea
         | on how success should be rewarded (or differing rules depending
         | on who you are). The video game audience is also going to be
         | incredibly broad across a huge range of circumstances around
         | the globe, so the question of what something is worth will have
         | a wide range too.
        
       | cainxinth wrote:
       | Lets see Empress's analysis
        
       | Traubenfuchs wrote:
       | What happened to the empress?
       | 
       | Is she (he?) still schizoposting via homophobic and transphobic
       | .nfo files, combining super natural female moon goddess intuition
       | with deep rooted cracking knowledge and has a growing telegram
       | community full of G*mer simps?
       | 
       | For those not in the know, empress is/was THE famous denuvo
       | cracker with a rather... eccentric online presentation of
       | themself.
        
         | davikr wrote:
         | empress went dark after being exposed by a scene group as
         | "voksi, the bulgarian". no one knows, but it did coincide with
         | that.
        
       | menthe wrote:
       | Nothing a well-trained model won't be able to instantly solve.
       | It's literally just grunt work, not rocket science.
       | 
       | F DRMs though. Good news is those AAA games are rarely worth
       | anyone's time anyways. Better spin up indies or classic games - a
       | good SNES game is worth a hundred of those garbo AAA license
       | rehashes.
        
         | ainiriand wrote:
         | Not for normies.
        
         | formerly_proven wrote:
         | It's hard to overstate how poor the technical quality of modern
         | games is. Pretty much every DX12/Raytracing title is just a
         | stuttering mess with absurd shader compilation and traversal
         | stutter. Nevermind ridiculous ghosting artifacts and the like
         | produced by Lumen. Modern games are optimized to look good on
         | screenshots and not-realtime in-engine renders for trailers.
         | Hardware and APIs have never been more powerful, and engine
         | developers turn out the worst-running games since 30 fps
         | hardlocked Xbox ports from the 2000s.
        
         | andrewmcwatters wrote:
         | I can't stress enough how much this is not true for any
         | meaningful production threat detection software. Models
         | regularly fail reversing even basic obfuscation tasks. Try it
         | yourself. No, ChatGPT is not going to break Denuvo. Probably
         | not even in OpenAI's wildest dreams.
         | 
         | Generating an image or sound is seemingly child's play compared
         | to actual complex software tasks. There's not 1,000 different
         | open source DRM codebases you can train against. It's not a
         | diverse field.
         | 
         | Generating code to do script kiddie hooking? Sure. Reversing a
         | complex multi-tiered obfuscation and trust platform? Yeah,
         | right.
        
       | yukIttEft wrote:
       | Had also a look at Denuvo a while ago. Used LLVM to remove the
       | x86 obfuscation and broke it down to VM-Opcodes. Atleast back
       | then, Denuvo seemd to translate gamecode into a stackmachine.
       | 
       | This is how a VM push looks like:
       | temp[0]=add(mem[e268], fffffffffffffff8)
       | mem[temp[0]]]=mem[e560]           mem[e268]=temp[0]
       | 
       | (vmreg_e268 is stackpointer, its decremented and stored in
       | tempreg, then the value of vmreg_e560 is copied to
       | stackpointeraddr, then new stackpointervalue is written back)
       | 
       | But i quickly lost interest when it became MBA galore:
       | temp[7]=sub(add(add(and(mem[ebe8], b2f7), 3fd8),
       | xor(lshr(mem[ebe8], 1), 2684)), lshr(add(mem[ebe8], b2f8), 1))
       | temp[d]=or(sub(sub(4ad, temp[7]), xor(and(shl(temp[7], 1), 95c),
       | 95c)), 8000)           temp[e]=lshr(temp[d], 1)
       | temp[11]=lshr(add(temp[d], 8001), 1)
       | mem[ebe8]=sub(xor(xor(temp[e], 3fff), temp[11]),
       | shl(and(and(temp[e], 3fff), temp[11]), 1))
       | 
       | (looks like its doing some operation with a constant to
       | vmreg_ebe8, but obfuscated by MBAs and most likely the result
       | won't ever being used, so its just noise to drown out the real
       | operations)
       | 
       | BTW: anyone aware of LLVM optimizer passimplementations that can
       | deal with MBAs ?
        
         | jcranmer wrote:
         | > BTW: anyone aware of LLVM optimizer passimplementations that
         | can deal with MBAs ?
         | 
         | Your best bet is InstCombine, but likely most of the MBA
         | patterns aren't going to be InstCombine patterns because who
         | writes that kind of code?
         | 
         | In principle, you might see if you can tickle Alive2 (which can
         | map LLVM IR to SMT logic) to see if you can get a peephole
         | optimizer that's querying an SMT solver. But I'm not aware of
         | anyone who's built a pass like that yet, and it's definitely
         | not a regular pass in the compiler.
        
           | yukIttEft wrote:
           | Wasn't aware of Alive2. Thx, I'll have look.
           | 
           | I had some success with https://github.com/mrphrazer/msynth
           | But its hard to glue this to LLVM.
        
         | jor-el wrote:
         | You can take a look at SiMBA++ ->
         | https://github.com/pgarba/SiMBA-
         | 
         | It is a C++ implementation of SiMBA [1] - a tool to handle
         | linear MBAs, made available by Denuvo itself. Denuvo have
         | another tool - Gamba for handling some variety of non-linear
         | MBAs. And then further improvisation by another researcher -
         | MSiMBA [3].
         | 
         | SiMBA++ since written in C++, it is fast and it integrates well
         | into the LLVM passes to automatically identify the MBAs and
         | replace them in the LLVM IR with simplified expressions. So no
         | additional work required.
         | 
         | Shameless plug - me and my colleague (author of SiMBA++)
         | recently gave a talk about using LLVM for deobfuscation of
         | WASM, where we talk about MBAs, SiMBA++ etc. The idea is not
         | limited to WASM, it is language agnostic once you have a binary
         | lifted to LLVM IR. https://www.youtube.com/watch?v=gKRdOcuXbYI
         | 
         | [1] SiMBA - https://github.com/DenuvoSoftwareSolutions/SiMBA
         | [2] Gamba - https://github.com/DenuvoSoftwareSolutions/GAMBA
         | [3] MSiMBA - https://github.com/mazeworks-security/MSiMBA
        
           | yukIttEft wrote:
           | oh
        
       | 2c2c2c wrote:
       | years ago, a friend of mine built something functionally
       | equivalent to Denuvo in his spare time over the span of a few
       | years. I think his original idea was "DRM for the little guy",
       | recognizing that indie games probably lose massive revenue from
       | initial release piracy.
       | 
       | He had no idea how to sell it. After it sitting around for
       | awhile, I tried pitching the technology to few friends in VC, who
       | had absolutely no idea what I was talking about.
       | 
       | It bothered me for a long time to see such a culmination of
       | talent and effort get 0 reward for it. I've wondered if such
       | technology would be interesting to some large publisher to just
       | buy outright, bringing their anti-piracy in-house rather than
       | relying on Denuvo. Any ideas/help appreciated :)
        
         | HighGoldstein wrote:
         | > recognizing that indie games probably lose massive revenue
         | from initial release piracy.
         | 
         | This seems like an odd claim _especially_ for indie games.
         | Indie games tend to already have trouble attracting buyers, it
         | feels like anyone considering pirating it would just move on if
         | they couldn't do so.
        
           | 2c2c2c wrote:
           | Can't say I was sold with the target market mostly because
           | the sales problem becomes orders of magnitude harder
           | 
           | My thought regarding indie games were successful ones though.
           | Something like Celeste or Balatro.
        
             | ronsor wrote:
             | I pay for games because it's convenient. Most DRM is
             | decidedly inconvenient for me, especially Denuvo-tier DRM.
             | The end result is that if there's DRM, I'm more likely to
             | pirate it or not play it if there's no crack.
        
           | andrewmcwatters wrote:
           | Many years ago I was publishing work independently with a few
           | other colleagues, and yes, piracy was a big deal. It was
           | flattering, because you knew the demand was there, but maybe
           | the audience couldn't or wasn't willing to pay for the
           | product, but you don't want to see your work obtained for
           | free when you're charging for it.
        
       | shmerl wrote:
       | Vote with your wallet and don't buy games with this junk.
        
         | LightHugger wrote:
         | Worth noting that denuvo causes a lot of hitching, massive load
         | time increases and overall performance problems. Denuvo
         | marketing dept likes to say this isn't true but you only have
         | to look at the before/after on games with and without it,
         | monster hunter world was a very stark example. I have no doubt
         | denuvo is also massively contributing to the performance
         | problems on Monster Hunter Wilds as well.
        
           | shmerl wrote:
           | Of course. DRM can never improve user experience, it's an
           | anti-user feature by definition.
        
           | GuB-42 wrote:
           | I think Denuvo impact on performance is as much exaggerated
           | by gamers as it is downplayed by Denuvo.
           | 
           | I didn't play MH:World on PC but from what I have seen
           | MH:Wilds suffers from piss-poor optimization that is
           | unrelated to the (two!) DRM they have put in. It may be
           | Denuvo, but from what I've seen, it is just the usual
           | laziness that is prevalent in most AAA games today. Instead
           | of spending the performance budget where it matters by having
           | programmers collaborate with artists, they just throw
           | everything at the engine which ends up overwhelmed and in
           | turn throws everything to DLSS and framegen resulting in an
           | ugly mess (but a raytraced ugly mess!) if you don't have the
           | latest overpriced hardware.
           | 
           | And it may be the same problem with Denuvo. Denuvo doesn't
           | have to cause massive performance problems, but developers
           | have to implement it correctly, using license checks
           | sparingly, and certainly not in performance-critical code.
           | 
           | Also note that when the publisher removes Denuvo, it may also
           | come with other performance optimizations, not everything
           | comes from the removal of Denuvo.
        
             | LightHugger wrote:
             | I don't think is exaggerated by gamers, if anything it's
             | widely understated. The issue is that denuvo affects the 1%
             | lows and latency much more than the average FPS. But the 1%
             | lows and latency have an outsized effect on player
             | experience, average framerate can be the same but if 1%
             | lows and latency are miserable then you are playing a
             | completely different game.
             | 
             | You are not wrong about the additional failure of AAA to
             | keep their games optimized but the ways denuvo affects
             | performance are particularly insidious.
        
       | larodi wrote:
       | ph34r!
       | 
       | op is top
        
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