Denuvo has taken its fair share of flak over the years for a variety of warranted and unwarranted reasons, but it looks like the company has finally decided to put its foot down, or at least try to. Recently, Denuvo started a Discord server, seemingly in an effort to address the gaming community's complaints about a variety of topics. These include alleged performance impacts and hardware degradation caused by its anti-piracy and DRM software commonly used in modern games. Needless to say the Denuvo Discord server was met with about as much enthusiasm as one might expect, and the Discord sever was shut down just two days after it opened. Although the server has since been resuscitated, the company has muted unapproved community members. Today, however, Rock Paper Shotgun published an interview with Denuvo's product manager, Andreas Ullmann, and in it, Ullmann goes on to defend Denuvo's existence and outright dismiss gamers' concerns about the anti-cheat and anti-piracy software.
Addressing a question about "toxicity" and oft-genuine concerns from gamers over the use of Denuvo anti-tamper and anti-cheat software, Ullmann seemingly implied that gamers are just upset because the software works, robbing gamers of the ability to simply play a game for free instead of paying full retail price. When asked directly about why Denuvo doesn't address the claims of performance hits to games that implement it, Ullmann placed the onus on game developers to perform those comparative tests, again calling the gaming and piracy community toxic in the response. He dismissed the idea of Denuvo or a third party performing comparative analysis of the impact of anti-tamper and anti-cheat software, citing intellectual property concerns and community mistrust for a lack of first-party testing. At the same time, Ullmann admits that Denuvo has had performance impacts on games in the past but remarks that it's "interesting" that there aren't more incidents of reduced gaming performance. These comments were also made in spite of Denuvo's own marketing materials claiming that the software has "No impact on in-game performance."
Throughout the interview Ullmann neglected to directly address many of the complaints often levelled at the anti-tamper and anti-piracy software, and he and the company seem to forget that companies like Good Old Games largely publish on a DRM-free model. Some other reported cases of Denuvo's impact on gaming include dramatically increased game load times and much larger game install sizes. That doesn't even touch on how services like Denuvo can impact game longevity and game archiving. If a game has an always-online DRM requirement, it effectively becomes unplayable when the developer decides to stop supporting that service. That can sometimes be patched out by modders, but anti-tamper services, like Denuvo, make that impossible.
Here are the referenced quotes from the Rock Paper Shotgun interview:
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Addressing a question about "toxicity" and oft-genuine concerns from gamers over the use of Denuvo anti-tamper and anti-cheat software, Ullmann seemingly implied that gamers are just upset because the software works, robbing gamers of the ability to simply play a game for free instead of paying full retail price. When asked directly about why Denuvo doesn't address the claims of performance hits to games that implement it, Ullmann placed the onus on game developers to perform those comparative tests, again calling the gaming and piracy community toxic in the response. He dismissed the idea of Denuvo or a third party performing comparative analysis of the impact of anti-tamper and anti-cheat software, citing intellectual property concerns and community mistrust for a lack of first-party testing. At the same time, Ullmann admits that Denuvo has had performance impacts on games in the past but remarks that it's "interesting" that there aren't more incidents of reduced gaming performance. These comments were also made in spite of Denuvo's own marketing materials claiming that the software has "No impact on in-game performance."
Throughout the interview Ullmann neglected to directly address many of the complaints often levelled at the anti-tamper and anti-piracy software, and he and the company seem to forget that companies like Good Old Games largely publish on a DRM-free model. Some other reported cases of Denuvo's impact on gaming include dramatically increased game load times and much larger game install sizes. That doesn't even touch on how services like Denuvo can impact game longevity and game archiving. If a game has an always-online DRM requirement, it effectively becomes unplayable when the developer decides to stop supporting that service. That can sometimes be patched out by modders, but anti-tamper services, like Denuvo, make that impossible.
Here are the referenced quotes from the Rock Paper Shotgun interview:
-Andreas Ullmann of Denuvo via Rock Paper ShotgunFirst, our solution simply works. Pirates cannot play games which are using our solution over quite long time periods, usually until the publisher decides to patch out our solution. So there is a huge community, a lot of people on this planet who are not able to play their favorite video games, because they are not willing to pay for them, and therefore they have a lot of time to spend in communities and share their view and try to blame Denuvo for a lot of things...
-Andreas Ullmann of Denuvo via Rock Paper ShotgunSo basically, I think the one question was: why don't the developers do these comparisons and post them publicly? That's something we cannot force them to do. There seems to be reasons why they are not doing it. And also, on the other hand, probably considering the toxicity of - especially the pirate community - they would probably not accept that anyway, because it could be rigged....
-Andreas Ullmann of Denuvo via Rock Paper ShotgunI think it's important to understand how our solution works. And it's also worth considering, because when these performance claims come up, it's mostly this Tekken case that is referred to. But considering that we are protecting 60 to 70 games every year, it's quite interesting to see that there is only - if even - a handful of games where there was an effective performance impact cost. That's really just a minority.
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