5 ms·
Sounds like perforce is common when there are lots of binary files - is this mostly due to storage concerns?
by dev360 11y ago
Sounds like perforce is common when there are lots of binary files - is this mostly due to storage concerns?
- vvanders 11y agoBunch of factors: - Really good binary performance(light years ahead of git). - Proper locking for files that can't be merged(basically everything in the art dir). - Proxy support for co-located teams. Game repos can easily approach multiple TB just for the art assets. In that area Perforce is once of the few VCS that scales appropriately.
- malkia 11y ago+1. Also easy graphical interface - P4Win/P4V, and easy to understand the system of changelists. It also helps that older changelists mean things submitted in the past, newer in the future - e.g. in contrast with digest/fingerprint schemes like other systems use.
- vvanders 11y agoYup forgot about that but a good point as well.
- sytse 11y agoYes, perforce is really good with large binary files. Only recently Git LFS allowed for git repositories to store large binaries as well.
- ido 11y agoWe use git with lfs for our game. It has on occasion been a bit of a pain, however perforce is too...unfortunately there isn't a really great solution atm, just a bunch of more or less flawed ones.
- baszalmstra 11y agoCan you comment on the problems you ran into with LFS?
- ido 11y agosometimes it/git would mess up for unknown reasons and people will get the text file with a pointer to the lfs-hosted asset instead of the asset itself. Also it's very slow for small files, and the filtering is according to file extension. So e.g. if I have some massive mp3s for (sometimes many minutes of) music but also many (100s-1000s) small ones for sound effects downloading 1000 small mp3s take a couple seconds per file even if each is only ~40kb big (normally download rate is a couple MB/sec).