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by AustinDev
1278 days ago
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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. |
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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.