![]() ![]() If this is still accurate Denuvo has a flat fee model, and a per-game-sold model. We usually see this workflow done in 1-2 weeks but suggest to start integrating it 1 month prior goldmaster date to have enough time and focus also for testing.» Step 4: When running the protection our engine decompiles the exe, parses the collected functions from step 2, injects the security code and recompiles the executable (and creates an updated pdb for debugging) Step 3: We setup the game project on the protection server and send a cmd line tool to the dev team with instructions how to embed it to the build process Step 2: We create and run our performance profiler and play the game collecting performance uncritical functions Step 1: Provide us (access to) a (running) build with three compiler / linker settings enabled: /pdb /map /fixed:no the Steam app ID and Steam private key We have an online encryption service which is available as SaaS (hosted in the AWS). The protection is a post-compiler step and does not need any source code modifications on your end (only three compiler / linker settings must be enabled in VS). According to Sega, Denuvo had nothing to do with Sonic Mania's always logged requirement Based on this old source, Denuvo doesn't take away from development resources/time since the profiling is done by Denuvo and it's a post-compilation step (for a 20 game, costs 1~2% of total sales. RiME developers don't think Denuvo was the thing responsible for their performance issues (they removed it because it got cracked, which means keeping it was useless). Denuvo doesn't repeatedly rewrite on your SSD Games don't work on virtual machines anymore (Wine for Linux and MacOS unofficial support impossible) Edit: apparently that's fixed, thanks madjoki Denuvo is not future-proof (servers failure will make games unplayable) Denuvo requires online activation (periodically or at every hardware change) Denuvo hampers unofficial modding (modifying the executable is not possible) ![]()
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