• Katana314@lemmy.world
    link
    fedilink
    English
    arrow-up
    2
    arrow-down
    2
    ·
    12 hours ago

    I definitely recall part of the setup of Denuvo involves the developer having to call into it on many phases of the game running. But I specifically remember there was a contention where one dev decided to call it every frame, which thrashed some part of the computer, and even Denuvo engineers themselves said that’s a bad idea. It’s more likely something like a common event, something like a player getting a kill, or even loading between levels.

    We’re all going to be competing on data about exactly how much Denuvo affects performance, when even common accessibility technologies and other modern game features have effects too. To me, it’s a simple question of whether it’s smooth and playable, and especially in Capcom’s case I can say performance has generally been good.

    • realitaetsverlust@piefed.zip
      link
      fedilink
      English
      arrow-up
      2
      arrow-down
      3
      ·
      11 hours ago

      involves the developer having to call into it on many phases of the game running

      Absolutely, I’m not doubting that. That’s how denuvo works from what I understand. My point is that I am doubting that these calls would stall the system hard enough to cause any significant framedrops to be mad about.

      If denuvo would result in like 20% performance loss, I’d be mad about it aswell, but everything I’ve seen so far points to a shitty implementation of denuvo that causes the performance loss, not denuvo itself.