Comment by dijit
12 hours ago
ditto; and UE5 on anything that isn't perforce is a lesson in pain.
I just took over a team that was using Git, and yes, I know it's everyones favourite VCS but for Games it's just about the worst thing available. I could measure art reviews with git in hours, now with perforce its seconds. I wish I was joking.
All the interesting tools that UE5 uses (Horde/UBA for a clean example) will require perforce.
but, Perforce hasn't done anything with its industry position. It's expensive as hell and they don't have operational costs related to hosting (you have to host it yourself, and honestly, for performance reasons you really want to- despite it being a real pain to maintain passed first install). There's some echoes of stuff they try but they have absolutely no solid direction and nearly everything they've been doing cuts against common sense or their userbase, while their core product keeps getting renamed but no actual improvements.
It's a lesson in how proprietary software is really a prison.
I wish I could use a better code review tool than Swarm.
I wish I could integrate SSO without weird LUA hooks which cause segfaults on my machine (enough of them causing a perforce deadlock).
and I wish I could run a distributed storage backend instead of relying on a big fat SSD and journalled backups that can't be restored because licenses are tied to the IP address of the main server.
It's forgotten technology, and the company that operates it is a zombie.
I completely agree with every single point you've said here. Running a P4 server is an exercise in self torture, but it's the only option with UE5.
> I wish I could use a better code review tool than Swarm.
With one caveat. I think swarm is a great tool. It could do with being easier to configure, but as a code review tool it's simple, straightforward and gets the job done.
> I wish I could integrate SSO without weird LUA hooks which cause segfaults on my machine (enough of them causing a perforce deadlock).
this is about the only thing that Perforce has actually managed to do in the last... 5 years? [0] It's also woefully awkward to set up and operate, as is everything P4. But it does work.
[0] https://help.perforce.com/helix-core/integrations-plugins/he...
I'm actually using helix-authentication-service.
Swarm "works with it" in theory, but in practice I had to patch the loginWithSSO function to shell out to the p4 process to handle auth, because P4PHP doesn't expose ClientSSO at all and it's required for a clean login with keycloak.
EntraID is a different flow that they've probably nailed, from what I hear from other studios.
As I said in my last reply - none of that surprises me. Our provider worked out of the box, fwiw.
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UBA mostly doesn't need Perforce and Horde isn't as good as the GitHub, gitlab etc.
UGS (the tool that pulls down the latest engine version for artist) is pretty perforce centric.
Wasn't aware that Gitlab could do distributed compilation.
Horde configurations can only live locally or in Perforce: https://dev.epicgames.com/documentation/unreal-engine/horde-...
Horde only supports Perforce today: https://dev.epicgames.com/documentation/unreal-engine/horde-...
UBA and Horde go together pretty well- in fact I've never seen a distributed-UBA deployment without a horde one (SN-DBS, Fastbuild or if you're wealthy: incredibuild are much more popular), but adaptive unity builds check for a read-only flag; which is how Perforce treats checked-out/changed files but not git.
Couldn't agree more. I wonder why the company stalled as much as it did. To be fair they've been around for three decades, maybe it's just hard to keep momentum for that long, especially if you're in a dominant position with no competition coming after you.
They got sold to a private equity company in 2016.
This a lot of very old and out of date information and opinions, respectfully disagree
How out of date?
I migrated from Git (AzureDevops) to Perforce in February this year, this was true then.
Horde is approx 8 months in the public eye.
Respectfully, what?