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posted by Fnord666 on Saturday March 09 2019, @07:26PM   Printer-friendly
from the feet-per-second? dept.

Denuvo-Free Devil May Cry 5 Reportedly Improves the Game's Performance by Up to 20FPS

It appears that Denuvo's anti-tamper tech has significant impact on Devil May Cry 5's performance, and a Denuvo-free .exe game file has now surfaced online.

The Devil May Cry 5 .exe file was actually released by Capcom following the game's release earlier today, but has now been pulled. However, the file can still be downloaded through the Steam console. Several users are reporting FPS improvements by up to 20FPS while using the Denuvo-free exe file.

Sound familiar? Devil May Cry 5 is the game AMD demoed running on a Radeon VII GPU at its CES 2019 keynote. I wonder if they were running it with DRM.

Average frame rates are only part of the story when it comes to a game's performance. Minimum frame rates, percentiles, etc. can measure frame stuttering. A significant boost in a game's performance can also increase minimum frame rates.

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  • (Score: 2) by wisnoskij on Monday March 11 2019, @01:49AM (1 child)

    by wisnoskij (5149) <reversethis-{moc ... ksonsiwnohtanoj}> on Monday March 11 2019, @01:49AM (#812503)

    Not that I completely follow everything you said. But it sounds like you just want to give computers unique identifiers and have binaries onyl run on the one they are signed for.

    We don't need special tech for this. We won;t seem sim cards for desktops. Just give the CPU a unique identifier. I imagine it already has one??

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  • (Score: 2) by RamiK on Monday March 11 2019, @05:48PM

    by RamiK (1813) on Monday March 11 2019, @05:48PM (#812790)

    Not that I completely follow everything you said. But it sounds like you just want to give computers unique identifiers and have binaries onyl run on the one they are signed for.

    No. The card can't be used for identification since it's all done at the CPU level. You download an encrypted binary and stick it in the RAM. You then pass a pointer in a register and trigger machine code. The CPU then decrypts it with the card and isolates the memory region's access even from the OS. Even the binary doesn't have access to the decryption key. A user could listen in on the card-to-cpu lane with a physical man-in-the-middle. But it won't yield them anything than the specific session's token that's useless without the shared secret between the card and the CPU (manufacturer).

    That's what it means by not hurting the customer: It doesn't hurt performance (after the initial decryption) and can't be used to invade their privacy. The publishers similarly don't know or need to know anything about the customer except a delivery address (could be a PO Box) for the card, a payment method (could be a debit card) and the associated user-account on their web site. The customer just logs in and download their encoded binary. No one else can use it. Even the customer can't use it without the card. And when the game is running, it has no means to identify who is running it no a need to. The fact it got decrypted is all the DRM anyone needs. More so, the user can give/gift/lend the game only with the card. The company may also want people to put in their online-account user name and password as a server-side assurance. But it's completely unnecessary even for multiplayer games so long as they don't screw up securing their client-server protocol.

    We don't need special tech for this. We won;t seem sim cards for desktops. Just give the CPU a unique identifier. I imagine it already has one??

    Using CPU identifiers allows emulators to circumvent the DRM and will jeopardize the user's privacy.

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