Git does great with text files, but game development contains a lot of binary assets (textures, videos, 3d models) and correspondingly huge repos. git-lfs tries to patch around that, but that makes a complex tool that creatives struggle to understand even more complex. Perforce is a pretty popular solution, and was used by Epic in the past
Have to think they're doing this out of a real need, given they were already using Perforce and must've considered Git too. It's also not like 2010s when version control was a hyped thing.
> It’s optimized for projects—including games and entertainment—that combine code with large binary assets, and caters for the needs of developers and artists alike.
When you have a game that weighs in at 100GB, only a tiny fraction of that is built from code. The rest of it is binary assets that most VCSs struggle with. What makes this worth considering is the fact that they designed it to handle binary assets.
Not sure why the downvotes, as this is a genuine question. In game development svn is often considered due to issues that git has with large files. Just stating what currently is done, and curious to understand what lore improves. Svn is still going strong among many shops.
Git does great with text files, but game development contains a lot of binary assets (textures, videos, 3d models) and correspondingly huge repos. git-lfs tries to patch around that, but that makes a complex tool that creatives struggle to understand even more complex. Perforce is a pretty popular solution, and was used by Epic in the past
Have to think they're doing this out of a real need, given they were already using Perforce and must've considered Git too. It's also not like 2010s when version control was a hyped thing.
Is there no git trick to turn off version control on non-text files but still store them? How does Lore handle them better?
You still want version control, and locking so that two artists don't concurrently edit the same asset.
> It’s optimized for projects—including games and entertainment—that combine code with large binary assets, and caters for the needs of developers and artists alike.
Stating the page initial remarks does not help. Why?
I got my answer when someone mentioned perforce.
When you have a game that weighs in at 100GB, only a tiny fraction of that is built from code. The rest of it is binary assets that most VCSs struggle with. What makes this worth considering is the fact that they designed it to handle binary assets.
And if your resulting game is 100GB, the source repo was 4TB.
Apparently, how it handles binaries when developing games.
At least a concise argument that makes sense. Not sure why the downforce happened.
Are there any benchmarks/comparisons
Not sure why the downvotes, as this is a genuine question. In game development svn is often considered due to issues that git has with large files. Just stating what currently is done, and curious to understand what lore improves. Svn is still going strong among many shops.
The comparison with perforce explains more