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by AustinDev 1278 days ago
Have you tested this out with Unreal Engine blueprint files? If you all can do block-based diffing on those, and other binary assets used in game development it'd be huge for game development.

I have a couple ~1TB repositories I've had the misfortune of working with using perforce in the past.

2 comments

Last time I used perforce in anger it did pretty decent with ~800GB repo(checkout+history).

I keep expecting someone to come along and dethrone it but as far as I can tell it hasn't been done yet. The combination of specific filetree views, drop-in proxies, UI-forward and checkout based workflow that works well with unmergeable binary assets still left Git LFS and other solutions in the dust.

+1 on testing this against a moderate size gamedev repo, that usually has some of the harder constraints where code + assets can be coupled and the art portion of a sync can easily top a couple hundred GB.

1TB of checkout is the kind of repo I'm talking about I have two such repos checked out on this box currently. I'm not sure I've ever checked out a repo of this scale locally with history. I'd love to have the local history.
Not yet. Would be happy to try - can you point me to a project to use?

Do you have a repo you could try us out with?

We have tried a couple Unity projects (41% smaller due to republication) but not much from Unreal projects yet.

Most of my examples of that size are AAA game source that I can't share however, I think this is a project using similar files that is based on unreal. It should show if there is any benefit: https://github.com/CesiumGS/cesium-unreal-samples & where the .umap binaries have been updated and in this example where the .uasset blueprints have been updated https://github.com/renhaiyizhigou/Unreal-Blueprint-Project