Wednesday, March 20th 2019

Denuvo Parent Company Irdeto Launches Anti-Cheat Solution

Irdeto, Denuvo's parent company, is now looking to offer another service for publishers: an anti-cheat solution. Named Denuvo Anti-Cheat (because why would they abandon the well-known Denuvo branding), the new system aims to prevent cheaters from extracting or manipulating game code that could give them an advantage over other users.

Like the Denuvo DRM, this Anti-Cheat solution isn't located at the executable level, but is integrated into the game code natively. Developers will have to work it into select triggers, much like they already do with Denuvo, for the solution to be as seamless as possible. Irdeto said "Denuvo Anti-Cheat makes use of the latest hardware security features offered by Intel and AMD, combined with Machine Learning of game-agnostic process metrics, to ensure no false positives and maximum detection of cheating".
"Cheating ruins video games for honest players," said Reinhard Blaukovitsch, Managing Director of Denuvo, Irdeto. "This can lead to lower game traffic and shrinking revenues for game publishers. Cheating also has a major impact on the esports market, where significant prizes are on the line. It's time to level the playing field.
Sources: Irdeto, via DSOGaming
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17 Comments on Denuvo Parent Company Irdeto Launches Anti-Cheat Solution

#1
natr0n
Hope they succeed for anti cheat. FPS will be fun again if they can pull it off.
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#2
DeathtoGnomes
because banning 500,000/day cheaters is too much like work for the devs.
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#3
Vayra86
DeathtoGnomes, post: 4016561, member: 151150"
because banning 500,000/day cheaters is too much like work for the devs.
Simple business case isn't it? Man hours versus automation at the cost of a license and some dev time.
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#4
champsilva
I honestly hope they succeed! We need good anti-cheat solutions in the market to prevent those pesky little cheaters.
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#5
Imsochobo
champsilva, post: 4016586, member: 164164"
I honestly hope they succeed! We need good anti-cheat solutions in the market to prevent those pesky little cheaters.
I hardly ever come across cheaters.
Posted on Reply
#6
FreedomEclipse
~Technological Technocrat~
Imsochobo, post: 4016639, member: 66457"
I hardly ever come across cheaters.
Cheaters are everywhere but even more so on popular games. Battlefield has them CoD has them, every Battle Royale game has them. Even fallout76 an Anthem has them.

Ive come across cheaters loads of times
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#7
lexluthermiester
As long as it's all done server-side and does not make the DRM equation worse, I have no problem with it.
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#8
champsilva
Imsochobo, post: 4016639, member: 66457"
I hardly ever come across cheaters.
Maybe you play offline games or you cant detect them hahaha
Posted on Reply
#9
Caring1
DeathtoGnomes, post: 4016561, member: 151150"
because banning 500,000/day cheaters is too much like work for the devs.
Cheaters buy DLC, loss of revenue comes in to play when banning so many.
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#10
v12dock
Blizzard went balls to the wall with warden starting in 7.0 leading to the death of Honorbuddy. There are still cheaters in World of Warcraft but it's not even remotely as bad as it was.
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#11
cryohellinc
Hands down - Best of Luck to them on this one. I sincerely hope they succeed.

God damn cheating kids, how I hate them.
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#12
lexluthermiester
v12dock, post: 4016757, member: 63439"
Blizzard went balls to the wall with warden starting in 7.0 leading to the death of Honorbuddy. There are still cheaters in World of Warcraft but it's not even remotely as bad as it was.
This is true. Things got better after that.
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#13
Caring1
cryohellinc, post: 4016774, member: 165485"
God damn cheating kids, get off my lawn!
Fixed it for you :D
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#14
TheGuruStud
Caring1, post: 4016741, member: 153156"
Cheaters buy DLC, loss of revenue comes in to play when banning so many.
Increase in revenue, devs are just lazy slobs. You can ban them all day and they just buy new keys for cheap. Look at Rust. They're back in 5 mins on a different account. Over and over and over.
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#15
Vayra86
TheGuruStud, post: 4017713, member: 42692"
Increase in revenue, devs are just lazy slobs. You can ban them all day and they just buy new keys for cheap. Look at Rust. They're back in 5 mins on a different account. Over and over and over.
Do you seriously believe that above avg pay grade devs are sitting there checking logs to ban people?

This is what cheap mods are for, plus filter methods to get the top 5% every banwave. Has absolutely nothing to do with 'lazy devs'.
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#16
TheGuruStud
Vayra86, post: 4017765, member: 152404"
Do you seriously believe that above avg pay grade devs are sitting there checking logs to ban people?

This is what cheap mods are for, plus filter methods to get the top 5% every banwave. Has absolutely nothing to do with 'lazy devs'.
Considering they also don't patch the exploits. So, either they're lazy or they intentionally don't fix it for increased sales. Also, official servers have the most cheaters. Explain that one, please.

Or they're wholly incompetent. Pick one. Games die due to cheating. I'm gonna bet half are lazy.

Have you seen the BF5 video of blatant cheating when a dev was actually on the server? lol. Now, it could be possible they were watching them to figure it out, but, cmon, it's BF. Cheating is rampant and nothing is being done as usual.

Basically, across several games, NOTHING is being done. The same ol exploits are used.
Posted on Reply
#17
Vayra86
TheGuruStud, post: 4017771, member: 42692"
Considering they also don't patch the exploits. So, either they're lazy or they intentional don't fix it for increased sales. Also, official servers have the most cheaters. Explain that one, please.

Or they're wholly incompetent. Pick one. Games die due to cheating. I'm gonna bet half are lazy.
Do you have any background or experience in this? Its usually not all that simple, you have to understand that a game can have many components that all depend on each other. One tiny little change can topple the whole house of cards. Fixing an exploit generally means you have to change code in a fundamental way, as in, it will influence other functionality. After all, if an exploit happens structurally in every instance of using the functions of a game, whatever they are, it will be singled out quickly when testing it. Many exploits require doing multiple specific actions in succession and are highly situational. A fix often includes fixing a very specific part of the game, so it means not using the same code as other parts use to do similar things. Then comes the question: how do you redesign it so that it 'looks' the same, but fixes the gap.

As for your edit on 'the same ol exploits'... that often has to do with how the server works. To provide a suitable experience (in terms of responsiveness, latency and use of bandwidth) its almost impossible to not do a large part of the work client side. Everything you do client side is highly vulnerable to manipulation. The Division is a good example; it made the fundamental mistake of having the server use a client-side check for any alterations to code; so it was easy to get around or fool that check, people could run a simple CheatEngine on the game. Its also very hard to fix because implementing the same check server side usually means a major performance hit, which translates to a major increase in cost because you need more power for each player.

BF has similar problems it can't seem to fix. The hit registration is one of them, this is also directly a synchronization and thus performance issue. So this is why active moderation can be a better solution and often a necessary one as well because the dev vs cheater is an ongoing battle, too. Its a way of wasting lots of resources that could also go towards developing new content.
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