Earlier quoted context omitted.
I really hope Git isn't the end of the road for VCS. I work in visual effects and video games. Most video game studios still begrudgingly use Perforce for project data. Many also have a separate Git server for code. Perforce or SVN is still the go to solution for binary assets. Trying to explain Git to programmers is difficult enough, for artists who have never used the command line it is unreasonable. Every time I'v…
Based on my brief stint in the game development industry, it seems that there are two major obstacles that keep artists from adopting Git. One is the tooling: most of the tools artists use have integrated support for Perforce. This problem is not trivial, but it's something that could ultimately be overcome. A much bigger obstacle is the workflow. The reason why coders can work with a DVCS is because merging in other…
I agree that the bigger issue is workflow. Often after setting them up I get asked for a checkout/locking model because that's easier to police and gives you a clear straight-line history (anyone who has used it is also aware of the downsides). Git's permissive system where you can make changes, but then you have to resolve them before committing shifts around the problem. This seems to be more of a problem for them? Maybe because they're more medium-sized and have more of a flat hierarchy?
I was going to bring up Unreal Engine. It has had Perforce integration for awhile and Git integration has been in beta (I wouldnt be surprised if that has changed in the last few years). It abstracts everything into the engine UI (so no things like branching). It performed way worse. Their docs have a lot more caveats.
https://wiki.unrealengine.com/Unreal_Project_Git_Workflow_(T... https://wiki.unrealengine.com/Git_source_control_(Tutorial)
To be fair, I don't see indie studios bothering with Perforce, either.