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Comment by Cieric

Finger printing based on shaders is quite rare, really most of the time we detect things like the exe name calling us or sometime, very rarely they will give us a better name through an extension. (unreal engine does this automatically). From there all the options are simple, but full shader replacements are one. In the api I work on the shaders have a built in hash value, so that along with the game identified means we know exsactly what shader it is. Most of the replacements aren't complicated though, it's just replacing slow things with faster things for our specific hardware. In the end we are the final compiler so us tweaking things to work better should be expected to a degree.
parent Cieric 1 year ago

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