Using git-annex would probably fix a lot of these problems.
On the other hand, Perforce is the game industry standard. As much as engineers complain how terrible P4 is in comparison to distributed options, the other teams working on the title (artists, designers, QA/Test) save a huge amount of time by simply not fucking things up for everyone else.
When there's 250 people working on a title, producers will call to lock the entire depot down so that Intern Joe Blow from Test/QA can't check in a broken build and waste the time of everyone who is working on the project.
I've administered depots (along with overseas proxies) with a 1TB head revision. It was amazingly fast despite how huge the data set was. The only exception was syncing a new workspace, which is easy enough to work around with weekly snapshots and rsync.
On the other hand, Perforce is the game industry standard. As much as engineers complain how terrible P4 is in comparison to distributed options, the other teams working on the title (artists, designers, QA/Test) save a huge amount of time by simply not fucking things up for everyone else.
When there's 250 people working on a title, producers will call to lock the entire depot down so that Intern Joe Blow from Test/QA can't check in a broken build and waste the time of everyone who is working on the project.
I've administered depots (along with overseas proxies) with a 1TB head revision. It was amazingly fast despite how huge the data set was. The only exception was syncing a new workspace, which is easy enough to work around with weekly snapshots and rsync.