| ▲ | matthewfcarlson 5 days ago |
| Years ago, I saw a demo for a confidential gaming VM with the idea that games could ship with a whole VM instead of an anti cheat engine. Most of the tech was around doing it performantly. I wonder why it was never productized. |
|
| ▲ | tomrod 5 days ago | parent | next [-] |
| I'd imagine cost is a big factor. You have to contend with a lot of bad drivers on gpus, right? (This isn't my arena, just speculating here). |
|
| ▲ | kg 5 days ago | parent | prev | next [-] |
| My understanding is that some modern game DRM does use an approach like that. See https://connorjaydunn.github.io/blog/posts/denuvo-analysis/ |
| |
| ▲ | Squeeze2664 5 days ago | parent [-] | | Denuvo's is a virtual machine similar to Java's virtual machine, in that it executes bytecode specifically written for it, within an application's process.
I believe the parent post was referring to something closer to a Hyper-V virtual machine, an entire virtual computer. |
|
|
| ▲ | steve1977 4 days ago | parent | prev [-] |
| Isn’t that more or less
what modern Xbox is doing? https://en.wikipedia.org/wiki/Xbox_system_software#System |
| |
| ▲ | dijit 4 days ago | parent [-] | | Yes, the Xbox (since Xbox “One”; what a hilariously awful naming scheme) has software packages which are essentially Hyper-V VMs. This was nice as a developer because we were not forced to patch our games when the overlay or underlying operating system of the console changed. In fact, On The Division 1 we shipped with a patched/modified version of the SDK- this wasn’t possible on Playstation. Consequently, while the Xbox was marginally faster in a hardware sense, it was slower in reality. It even had the advantage of us using native rendering SDKs (Playstations OpenGL “with additions” was very much a bolted on second class citizen) and still we had higher quality and more consistency or our frame times on Playstation. No free lunch. | | |
|