• Harry_Houdini@lemmy.dbzer0.com
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    12 hours ago

    Games involves reverse-engineering and making it to believe its legit, While movies and TV shows don’t - Just screen record and BAAM!

    • DeathByBigSad@sh.itjust.worksOP
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      1 day ago

      Lol I just see games take over a year to crack and started worrying if it was the end of piracy because they might start making Movie DVD/Bluray disks harder to crack.

  • daniskarma@lemmy.dbzer0.com
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    2 days ago

    Go here: https://crackmes.one/ download a crackme challenge and try to crack it.

    Then pick a screen recorder and try to record your screen for a few hours.

    You’ll see one is way easier than another.

    Cracking requires to reverse engineering the executable. Which can get quite complex.

    If the game is not drm protected or the drm have been cracked then the pirated copy will also come quickly.

  • thisfro@slrpnk.net
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    2 days ago

    Easiest way to copy a video ist just to play it back and record it. You can’t do that with a game

    • MBech@feddit.dk
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      2 days ago

      Well… You can, but then you might as well but some commentary over it and upload it to youtube, and possibly earn a bit of money.

        • sp3ctr4l@lemmy.dbzer0.com
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          2 days ago

          Unleas you ‘watch’ the game with some kind of image training AI, that then learns how to approximately hallucinate a game.

          https://gamengen.github.io/

          So, technically, you can “watch” a game and sort of cause that to result in a sort of playable game.

          This is however vastly more time and compute intensive that just ripping a movie, and results in… something of a fever dream version of a game, that tends to lose accuracy and stability the longer you play it.

          • thisfro@slrpnk.net
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            19 hours ago

            That’s kinda crazy haha

            Looks interesting in an academic sense, but imho conpletely stupid in real applications

            • sp3ctr4l@lemmy.dbzer0.com
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              19 hours ago

              That is pretty much my take away on it as well.

              However:

              It could theoretically be useful in some kind of psychological horror game where you actually just want the player to feel like an actual schizophrenic or person in a drug fueled psychosis, whose reality is fundamentally unstable and filled with inexplicable, sometimes subtle, sometimes massive, discontinuities.

              Instead of jump scares and spoooky scary ambience…!, just here, put the player through the fever dream hallucinator, now they’re gonna have a whole different flavor of a bad time, hahah!

              EDIT: Another funny way you can do mindfuckery in Doom is to set pi to be exactly 3.

              This subtly but eventually infuriatingly warps the 3D rendering uh, paradigm of the world, of perspective itself, with sort of similar just… weird fucking nonsense going on.

  • ragebutt@lemmy.dbzer0.com
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    2 days ago

    Even the most complicated video drm can be defeated fairly easily by recording analog output. No one does this, there are groups with fancy protected secrets to rip stuff from Netflix, Hulu, deezer, Spotify, Apple Music, etc, which is why it comes out basically immediately. And that’s probably why the rights holders don’t go to denuvo levels of drm, ultimately with video/audio as long as you can view the media you can pirate it

    • dan@upvote.au
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      2 days ago

      In addition to this, a lot of movies and TV shows are going to use the same DRM mechanisms, whereas with games it’s different for every game. The developers (both of the DRM systems and of the game) learn what works and what doesn’t work and adjust the system for their next game.

      Edit: Also, games often have anti-piracy measures hidden throughout the game, so whoever is cracking the game likely has to play the game quite a bit to ensure they’ve caught them all.

  • Mothra@mander.xyz
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    2 days ago

    Because it’s easier to rip or reproduce video for a lot of people, but cracking a program, even a basic one, requires some knowledge and skill. So that raises up the bar and by a lot

  • ayyy@sh.itjust.works
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    2 days ago

    Computers are very clever, so the tricks to stop pirates can be very clever. Video players are pretty stupid, so the tricks have to be a bit simple.

  • Norah (pup/it/she)@lemmy.blahaj.zone
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    2 days ago

    If it’s getting a physical release, the keys for Bluray and DVD have already been figured out, because most players don’t have internet and those that do it’s optional.

    • mindbleach@sh.itjust.works
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      2 days ago

      Oh hey, found an old comment:

      I admire the concept behind Denuvo.

      Programs bounce around between a ton of different code segments, and it doesn’t really matter how they’re arranged within the binary. Some code even winds up repeated, when repetition is more efficient than jumping back and forth or checking a short loop. It doesn’t matter where the instructions are, so long as they do the right thing.

      The machine code still tends to be clean, tight, and friendly toward reverse-engineering… relatively speaking. Anything more complex than addition is an inscrutable mess to people who aren’t warped by years of computer science, but it’s just a puzzle with a known answer, and there’s decades of tools for picking things apart and putting them back together. Scene groups don’t even need to unravel the whole program. They’re only looking for tricky details that will detect pirates and frustrate hackers. Eventually, they will find and defeat those checks.

      So Denuvo does everything a hundred times over. Or a dozen. Or a thousand. Random chunks of code are decompiled, recompiled, transpiled, left incomplete, faked entirely, whatever. The whole thing is turned into a hot mess by a program that knows what each piece is supposed to be doing, and generally makes sure that’s what happens. The CPU takes a squiggly scribbled path hither and yon but does all the right things in the right order. And sprinkled throughout this eight-ton haystack are so many more needles, any of which might do slightly different things. The “attack surface” against pirates becomes enormous. They’ll still get through, eventually, but a crack delayed is a crack denied.

      Unfortunately for us this also fucks up why computers are fast now.

      Back in the single-digit-megahertz era, this would’ve made no difference to anything, besides requiring more RAM for these bloated executables. 8- and 16-bit processors just go where they’re told and encounter each instruction by complete surprise. Intel won the 32-bit era by cranking up clock speeds, which quickly outpaced RAM response times, leading to hideously clever cache-memory use, inside the CPU itself. Cache layers nowadays are a major part of CPU cost and an even larger part of CPU performance. Data that’s read early and kept nearby can make an instruction take one cycle instead of one thousand.

      Sending the program-counter on a wild goose chase across hundreds of megabytes guarantees you’re gonna hit those thousand-cycle instructions. The next instruction being X=N+1 might take literally no time, if it happens near a non-math instruction, and the pipeline has room for it. But if you have to jump to that instruction and back, it’ll take ages. Maybe an entire microsecond! And if it never comes back - if it jumps to another copy of the whole function, and from there to parts unknown - those microseconds can become milliseconds. A few dozen of those in the wrong place and your water-cooled demigod of a PC will stutter like Porky Pig. That’s why Denuvo in practice just plain suuucks. It is a cache defeat algorithm. At its pleasure, and without remedy, it will give paying customers a glimpse of the timeline where Motorola 68000s conquered the world. Hit a branch and watch those eight cores starve.