So now when the code compiles, either a Denuvo function is virtualized into this or a marker is made to be overwritten later by an injected code chunk etc. Void SaveFile :: Save ( const std :: string & path ) So when you have a call to save a game, there is a piece of code calling on Denuvo to handle certain triggers. I'd assume Denuvo is implemented in the same manner as protections such as Themedia using special macros to trigger the protections pieces to be included, injected and ran as needed. Now that has become a much bigger problem with the amount of callbacks and triggers as they call them happening inside of the game.
In most cases you couldn't notice any problems except for specific games that themselves had poor coding and implementation of the protection. As the current crackers of this protection pointed out, the past calls and performance hits to the game were low. Rather than go back and fix things properly and in full, they pile more on top to keep their buyers under the assumption the protection is being actively worked on and updated regularly when it really isn't.
New methods are needed to crack/bypass the newer parts of the protection but the older parts are just the same mess as before.ĭenuvo is progressively getting worse because of this update method. The underlying issues are still there and the methods used to bypass various things still work. However, rather than fix these spots properly, Denuvo instead piles more shit ontop of their protection and calls it a new version. Various parts of Denuvo have been figured out and beaten for a while. I mean r they backend by other companies or something similar or just 4 hobby? i.e cracking a complex protection so fast(in few days only) requires a lot of time & effort (at the end of the cracker) Don’t forget that triggers is under VM and heavily obfuscated, which obviously does not improve perfomance.īTW i don't understand/know what do they(crackers of denovo) get by doing so. In previous games like Sgw3, Nier, Prey there were only about 1-2 “triggers” called every several minutes during gameplay, so do the math. Protection now calls about 10-30 triggers every second during actual gameplay, slowing game down. Next – 300,000 called “triggers” were just warmup for Denuvo, after 30 minutes of gameplay it became 2 fornicating MILLIONS of called “triggers”. In Rime that ugly creature went out of control – how do you like three fornicating hundreds of THOUSANDS calls to “triggers” during initial game launch and savegame loading? Did you wonder why game loading times are so long – here is the answer ? In previous games like Sgw3, Nier, Prey there were only about 1000 “triggers” called, so we have x300 here. But the game will be much better without that huge abomination called Denuvo. Game is super nice and you should support devs, buy it when you can do it.