> Cases where git needs to scale tend to be isolated to companies that have the manpower to build a finely-tuned replacement (see: MS, Google).
I constantly run into git scalability issues as an individual. I don't use any of the UI clients because they all fail hard on mostly-code git repositories. I abandoned my VisualRust port in part because the mere 100MB of mingw binaries involved for that meant it was using github LFS, which meant CI was hitting github quota limits, and as I wasn't part of the organization - nevermind an admin with billing rights - I couldn't even pay to up said quota limits paying out of pocket myself even if I wanted to.
I'm not going to inflict git's command line experience - which confounds and confuses even seasoned programmers - on any of the less technical artists that might be employed at a typical gamedev shop, even if git might be able to scale acceptably if locally self-hosted at a single-digit employee shop.
A few dozen or hundred employees? Forget it. Use perforce, even though it costs $$$, is far from perfect, and also has plenty of scaling issues eventually.