5 ms·
A game’s animation and other in-game timing functions are very unlikely to be based on wall-time, instead typically relying on monotonic counters that are highe
by dognotdog 5y ago
A game’s animation and other in-game timing functions are very unlikely to be based on wall-time, instead typically relying on monotonic counters that are higher resolution, less overhead, and not potentially adjusted backwards or forwards while the game is running. Thus, disabling wall-time accesses for a crack should have little influence on game timing and animations.
- daenz 5y agoThat makes sense to use monotonic counters for game mechanics. I think the point still stands in that case though: if the DRM calls were tied to the same time source as the animation system, you couldn't patch one without breaking the other.
- robertlagrant 5y agoThat's assuming you couldn't selectively patch the calls, but yes, sounds as though it would be harder.