Just now, swiftcoder said:
For a non-networked game? Doesn't exist, in a theoretical sense. Once you deploy a binary to a customer-owned computer, the game is already over, it's just a matter of whether your obfuscations can slow an attacker down sufficiently that they give up.
There are... more drastic methods. Hardware TPM modules. USB dongles. These tend to be deployed for very high unit-cost software (multi-thousand dollar CAD systems, etc). Not cost-effective for things like games.
Good ol' USB Dongles, I've seen so many of these emulated.
If I remember correctly back in the day Steinberg Cubase used dongles and suffered from pirating due to emulation. When users had issues with their Dongles, they couldn't even use the software, completely locking out paying customers. Then they had to get new Dongles to transfer their license which didn't happen overnight, so they had to use 30 day free trials while waiting. Also, if the internet was down you couldn't even touch the application. Yet the people pirating the application on emulated dongles without internet connections were working with 100% up-time.
While they're trying to secure sales from people who would likely never buy their product to begin with, the paying customers have to deal with the many headaches that come with their DRM process.