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Perforce charges $500 for training training videos.. and it's AI narrated

training.perforce.com

31–40 of 92 posts

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#32
post #30

Earlier quoted context omitted.

> Virtually 100% of non-indie GAME devs use Perforce. FTFY. Git is likely the system used by almost every non game pro shop out there. Paranoid ones self-host. Linus changed the world twice , and Git may have more impact, overall, than Linux (arguably). Not bad, for a 10-day yak-shave project.

Which would have failed had it been developed by someone else, without being a requirement for Linux kernel development.

Maybe? But this is an argument you can make about most technology adoption (silly recent example: USB-C adoption obviously buffetted by Apple showing up and saying "it's all this now" and having a bunch of people willing to swap everything out for it)

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#33

Earlier quoted context omitted.

You're probably thinking of Lore by Epic Games which was announced recently and seems to be well-received so far and natively supported by Unreal Engine

Yup. That’s it. I remember when one of the engines (either Unreal or Unity), shipped with Perforce included.

There was also PlasticSCM, which was acquired by Unity a while back. I'm hearing differing opinions about whether it's good or bad though.

https://www.plasticscm.com/

https://unity.com/features/version-control

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#34
post #19

Earlier quoted context omitted.

> However, I continue to be amazed that Perforce survived Git. Virtually 100% of non-indie devs use Perforce. Is Perforce good? Ehhh not really. It’s been stagnant for 15 years. Is Git capable of meeting game dev needs? It’s not enough close. No Git LFS does not count. Personally I think even Git is mediocre at best. But it’s all modern devs know. So there’s been very little progress towards version control that does…

No no. I know SVN and mercurial as well. Git is better. And normally when someone pushes a huge file it means they compiled something on their machine and are placing it on git, which is something that raises all the alarm bells for me.

You want to have your original art files (before they enter the asset pipeline) in the VCS (photoshop images, 3d models, maybe even videos), basically *all* files associated with the game project. Those source asset files are usually in the 5..20 MByte range, and up to 100 MByte isn't all that unusual either. Git (even with the LFS crutch) completely breaks down in such a scenario because it was designed for handling mainly text (while in game dev projects at most 1..5% of all source data is text (by number of files, several orders of magnitude less by size). Even good ole SVN is much better in that scenario than git (assuming you run SVN on a big, dedicated inhouse server).

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#35

If you are using Perforce as an enterprise system, $500 is peanuts. Perforce can get pricey. We used to be a Perforce shop, in my last job. However, I continue to be amazed that Perforce survived Git. I assume its ability to handle large binaries has been what saved it. I seem to remember an HN posting, some time ago, about a new system, aimed at creatives, and that handles big binaries. It looked fairly good, but no…

Im amazed git survived at all. Such a mess of complexity and exotic jargon to abstract away something that should be inherently simple. After 20 years I can use it with ease thanks to llms.

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#36
post #26
post #19

Earlier quoted context omitted.

No no. I know SVN and mercurial as well. Git is better. And normally when someone pushes a huge file it means they compiled something on their machine and are placing it on git, which is something that raises all the alarm bells for me.

Except in game dev where you want to version control your art assets as well.

I was responding to someone who made a generic statement about git?

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#37

If you are using Perforce as an enterprise system, $500 is peanuts. Perforce can get pricey. We used to be a Perforce shop, in my last job. However, I continue to be amazed that Perforce survived Git. I assume its ability to handle large binaries has been what saved it. I seem to remember an HN posting, some time ago, about a new system, aimed at creatives, and that handles big binaries. It looked fairly good, but no…

Im amazed git survived at all. Such a mess of complexity and exotic jargon to abstract away something that should be inherently simple. After 20 years I can use it with ease thanks to llms.

I genuinely think you have to be trying to not pick up git after 20 years. Have a little more faith in yourself, it's not super complicated

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#38
post #30

Earlier quoted context omitted.

> Virtually 100% of non-indie GAME devs use Perforce. FTFY. Git is likely the system used by almost every non game pro shop out there. Paranoid ones self-host. Linus changed the world twice , and Git may have more impact, overall, than Linux (arguably). Not bad, for a 10-day yak-shave project.

Which would have failed had it been developed by someone else, without being a requirement for Linux kernel development.

The Linux kernel adopted Bitkeeper before git and it never spread out from there. It's not that many people working on the kernel.

git growth was very symbiotic with GitHub growth. I don't remember why GitHub became popular in the first place. I think it was the Ruby community? GitHub was one of their own during an explosion of Ruby on Rails and successful startups using it.

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#39

If you are using Perforce as an enterprise system, $500 is peanuts. Perforce can get pricey. We used to be a Perforce shop, in my last job. However, I continue to be amazed that Perforce survived Git. I assume its ability to handle large binaries has been what saved it. I seem to remember an HN posting, some time ago, about a new system, aimed at creatives, and that handles big binaries. It looked fairly good, but no…

>I seem to remember an HN posting, some time ago...

Was 31 days ago... and it's Epic backed rather than a sole indie dev so likely to mature.

https://news.ycombinator.com/item?id=48571081

Re: Perforce charges $500 for training training videos.. and it's AI narrated

#40

If you are using Perforce as an enterprise system, $500 is peanuts. Perforce can get pricey. We used to be a Perforce shop, in my last job. However, I continue to be amazed that Perforce survived Git. I assume its ability to handle large binaries has been what saved it. I seem to remember an HN posting, some time ago, about a new system, aimed at creatives, and that handles big binaries. It looked fairly good, but no…

Yeah there's no good alternative Version Control right now that can handle large binaries. And for Lore from Epic Games, while it's still 2-3 years away from being suitable for Game productions to replace Perforce, there's genuine interest and excitement about using/testing it (in some cases, studios are spending tens of thousands on P4 licenses they don't really want). Lore is already used at scale in UEFN across a huge user base so the core tech behind it is solid and trusted.
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