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I'm surprised to see Perforce on there.
You shouldn't be, it's the de-facto source control for games and interactive content.

Git/Mercurial/etc don't provide the strong locking mechanisms needed to deal with binary files.

Combine that with the fact that Git falls over at ~5GB. When I was in games we'd regularly have repos > 30GB for a code sync or > 150GB for art sync.

Perforce would pull down that art sync in 10 minutes, good luck doing that with Git, not to mention that they support Proxies that handle caching of large changesets automatically for remote teams.

> Combine that with the fact that Git falls over at ~5GB.

I've never heard that (and certainly don't personally deal w/ git repos that large). I thought massive repository handling was supposed to be a strength of git. How does git (start) failing at that scale ?

If you commit a large binary file and iterate on it a bunch you'll notice that your repo size explodes. That's why there have been multiple efforts (e.g. git-annex, Git Large File Storage) to improve performance with large binary files (by essentially taking the files out of the repo).
Yeah, I was using Perforce in the 2002-2004 time frame in the game industry. I'm sort of surprised to see it still the leader after all these years -- but, on the other hand, it's pretty hard to write a good VCS. It's probably less work than writing a relational database, but not by a lot.

I know Perforce is making a killing off of this market. People here are always asking for startup opportunities... so I would suggest collaboration on large binary files for artists. Not that I really know what strategy to take, but I smell something funny when one company has dominated a niche for over a decade. If you want to be glib you can call it Github for artists :) I guess they do use Dropbox for collaboration already though.

Yeah, I'd love to play around with Git Fusion sometime to see how it plays with binary workflows. Could be a nice way to bridge teams that aren't Perforce friendly.
I was told that all of google's code is one big perforce repo.
Not really a whole lot of interesting stuff there if you've already working in games pipelines, that's all pretty standard tech/workflow.
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I like that line about how the Oculus' audio quality is on par with $250 headphones. What a deal!
Kind of disappointed to hear that there isn't much custom stuff going, especially with iq as their VFX sup.
Uh, I feel completely the opposite in that regard. Commonly available, well-known tools should be the norm.
Keep in mind this is just for StoryStudio, the content creation side of Oculus.
I've heard of Dropbox.