Re:Resident Evil Village crack completely fixes its stutteri...
by dognotdog on Sunday July 11, 2021 @11:23PM
(#27806619)
A game’s animation and other in-game timing functions are very unlikely to be based on wall-time, instead typically relying on monotonic counters that are higher resolution, less overhead, and not potentially adjusted backwards or forwards while the game is running. Thus, disabling wall-time accesses for a crack should have little influence on game timing and animations.
Re:Resident Evil Village crack completely fixes its stutteri...
by daenz on Sunday July 11, 2021 @11:32PM
(#27806685)
That makes sense to use monotonic counters for game mechanics. I think the point still stands in that case though: if the DRM calls were tied to the same time source as the animation system, you couldn't patch one without breaking the other.
Re:Resident Evil Village crack completely fixes its stutteri...
by robertlagrant on Monday July 12, 2021 @07:24AM
(#27809175)
That's assuming you couldn't selectively patch the calls, but yes, sounds as though it would be harder.
tehbeard (another comment in this thread) makes a point that maybe not attaching the DRM calls to the clock makes it easier to hide them, since a cracker would probably be looking for a time-based trigger.