Earlier quoted context omitted.
Why I agree with many points you make... let's keep Perforce out of it. The amount of damage that program done to my source code, and the amount of pain caused by it in daily use tells me that 10 minutes will not cut it. Here's a simple example of how people shoot themselves in the foot with Perforce all the time: it makes files you edit read-only, and then you run with your pants on fire trying to figure out how to…
You could have marked the file as not read-only and later reconciled. Or you could have checked the file out of Perforce. You would have had a merge conflict either way. I mean I haven't even talked about how Git can't handle large files. And no Git LFS doesn't count. And Git doesn't even pretend to have a solution to file locking. I'm not saying Perforce is perfect. There's numerous things Git does better. But Perfo…
A good git gui works as well as p4v (and usually far less buggy).
The major difference in my eyes is that p4 can enforce more settings from the server. It's easier to get artists set up in p4 than git.
> There's a reason that like 105% of AAA game dev uses Perforce.
Irony of ironies, Unreal is distributed with git but largely uses p4.
P4 is dominant but I feel like a lot of that is momentum. Making a Unity game with git is pretty easy. Some Unreal tooling is built around p4 only but not really for any technical reasons.