• Willy@sh.itjust.works
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    8 months ago

    that’s an interesting idea. would they have to compile individual versions for the testers? will it work after final release and people stop having NDAs and can compare several copies with each other?

    • RecallMadness@lemmy.nz
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      8 months ago

      If I were building it, I’d do the watermarking on the individual assets & textures.

      Your asset pipeline would publish these to the solution, which would pack it up ready for distribution.

      Except, each beta tester logs into the game and the publishing system gives them a personalised set of assets with a unique noise filter thrown over the top.

      Mr leaky beta player publishes a video or screenshot of the gameplay, and then the studio can just reverse the noise algorithm to get their unique ID.

      Absolutely terrible for large scale content delivery. But for a small closed beta, probably not an issue.

    • sus@programming.dev
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      8 months ago

      They could do it without recompilation, but something like changing the obfuscation and recompiling for every copy would likely make it much harder to get rid of the watermarks even if you can compare several different copies

      (though they could also have multiple watermarked sections so that any group of for example 3 copies would have some section that is identical, but still watermarked and would uniquely identify all three leakers. The amount of data you need the watermarks to contain goes up exponentially with the amount of distinct copies, but if you have say 1000 review copies and want to be resistant to 4 copies being “merged”, you only need to distinguish between 1000^4 combinations so you can theoretically get away with a watermark that only contains about 40 bits of data )

      • howrar@lemmy.ca
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        8 months ago

        That’s ridiculously tiny, especially considering that the game itself is likely around 100GB. They could probably watermark every single copy that ever goes out.