Irdeto, the developers of the anti-piracy software Denuvo, announced a new tool that will allow game developers to easily track leaks back to its original source.
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?
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.
Wouldn’t capturing in high-res, then scaling down or compressing the picture/video defeat the noise filter? Or if you threw a bit of noise on it yourself?
Steganography is a (fascinating) bitch. There are a lot of ways to hide a message in an image which is very resilient to manipulations like resizing, compression or even the loss of information by actually filming a screen versus taking a screen capture.
If you adjust your approach to not rely on a single picture to reliably convey a short message, but part it out over tens or hundreds of frames in a video, it’s basically impossible to make sure that the message was erased without knowing the algorithms used or rendering the video unwatchable.
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 )
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.
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?
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.
Wouldn’t capturing in high-res, then scaling down or compressing the picture/video defeat the noise filter? Or if you threw a bit of noise on it yourself?
Steganography is a (fascinating) bitch. There are a lot of ways to hide a message in an image which is very resilient to manipulations like resizing, compression or even the loss of information by actually filming a screen versus taking a screen capture.
If you adjust your approach to not rely on a single picture to reliably convey a short message, but part it out over tens or hundreds of frames in a video, it’s basically impossible to make sure that the message was erased without knowing the algorithms used or rendering the video unwatchable.
It’s an awesome field and nothing new.
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 )
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.