I don't know a single AAA (or even AA) studio that hosts Perforce in Cloud at all.
Perforce usually starts out life in a gamedev studio as running on "a spare desktop" which then eventually gets promoted to a real server in a closet.
The most important thing for Perforce is disk, memory and above all: bandwidth (of those things and the network too!); it's also quite latency sensitive since all operations touch the server. So running it far away is never a good idea.
There was some complicated perforce architecture inside Ubisoft to account for this: AAA tends to involve a lot of co-dev studios, so the lead studio would get the commit server and others might get replicas (and you could feel to pain)- but all the perforce instances were actually on the same machines and would replicate to one-another anyway: each project was given a port for the perforce fleet. Really bizarre.
but, that's besides the point. Even the tiny studios run their own locally hosted VCS machines.
yeah, that's actually crazy.
I don't know a single AAA (or even AA) studio that hosts Perforce in Cloud at all.
Perforce usually starts out life in a gamedev studio as running on "a spare desktop" which then eventually gets promoted to a real server in a closet.
The most important thing for Perforce is disk, memory and above all: bandwidth (of those things and the network too!); it's also quite latency sensitive since all operations touch the server. So running it far away is never a good idea.
There was some complicated perforce architecture inside Ubisoft to account for this: AAA tends to involve a lot of co-dev studios, so the lead studio would get the commit server and others might get replicas (and you could feel to pain)- but all the perforce instances were actually on the same machines and would replicate to one-another anyway: each project was given a port for the perforce fleet. Really bizarre.
but, that's besides the point. Even the tiny studios run their own locally hosted VCS machines.