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g33rt's avatar
g33rt
Honored Guest
9 years ago

Copy Protection on Oculus Rift Store Games

Hi,

I'm currently developing an Oculus Rift game in Unity which I would like to publish on the Oculus Store when it opens. I haven't been able to find any information on how to Copy Protect my game, however.

Will Oculus provide the infrastructure or an SDK that enables game developers/publishers to protect their content from piracy, or is this something we have to take care of ourselves using 3rd party components?

Tnx,

Geert

7 Replies

  • Copy protection is an arms race between the pirates and the developers, that the pirates always win. It often gets in the way of legitimate purchasers, so that's not a win for your users either. This has been proven over and over again since the '70s, maybe earlier. It's just a waste of time, and the person wasting the least amount of time would be the pirates.
  • On modern Audio-Software pirates are currently giving up on cracking, so I would doubt the pirates always win.
  • nosys70's avatar
    nosys70
    Expert Protege
    you could simply read the serial from the rift ?
  • jab's avatar
    jab
    Rising Star
    "thewhiteambit" wrote:
    On modern Audio-Software pirates are currently giving up on cracking, so I would doubt the pirates always win.


    If you can hear it, then you can record it.
  • g33rt's avatar
    g33rt
    Honored Guest
    I understood that Oculus is not making any money on their hardware, and they want to compensate this by taking a cut on the Store sales (http://www.digitaltrends.com/virtual-re ... eddit-ama/)

    I'm fine with that, that makes sense to me. To go for that model, they need copy protection as much as the developers do, I suppose. We have this common, great.

    How come then that I don't find any info on this at this point? Am I missing something?

    Geert

    PS: I'm obviously talking about PC/Rift games, not GearVR games.
  • Anonymous's avatar
    Anonymous
    I need to know about this.

    I do understand that pirates probably wouldn't have bought the game anyway so a lost sale was no actual sale at all.

    But locked stores have a much better return for developers and also means hosted data and pushed updates which is great for everyone. Steam has this in the bag at the moment.

    Is there actually any information about the Oculus store?