@[email protected] to Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ@lemmy.dbzer0.comEnglish • 10 months agoCan they even track pirated installs ?lemmy.dbzer0.comimagemessage-square67fedilinkarrow-up1394arrow-down14
arrow-up1390arrow-down1imageCan they even track pirated installs ?lemmy.dbzer0.com@[email protected] to Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ@lemmy.dbzer0.comEnglish • 10 months agomessage-square67fedilink
minus-squareL3ft_F13ld!linkfedilinkEnglish38•10 months agoNot if you automate it with a good script and run it on a few machines at a time.
minus-square@[email protected]linkfedilinkEnglish37•10 months agoVirtualization is the key. Multiple VMs, installing, uninstalling, reinstalling.
minus-squareL3ft_F13ld!linkfedilinkEnglish17•10 months agoHell, that’s even better. Running scripts on a bunch of VMs on a couple hundred server machines. If that doesn’t do it, I don’t know what will.
minus-square@[email protected]linkfedilinkEnglish24•10 months agoA webGL program that just sends the packet with the install count details. You could send 200 packets a second easy.
minus-square@[email protected]linkfedilinkEnglish2•edit-210 months agoVideogame Piracy, no-install % WR strats
Not if you automate it with a good script and run it on a few machines at a time.
Virtualization is the key. Multiple VMs, installing, uninstalling, reinstalling.
Hell, that’s even better. Running scripts on a bunch of VMs on a couple hundred server machines. If that doesn’t do it, I don’t know what will.
A webGL program that just sends the packet with the install count details.
You could send 200 packets a second easy.
This is the real answer.
Videogame Piracy, no-install % WR strats