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I've heard that a large part of the game industry still uses Perforce because Git still doesn't work with binary files that well. (The game industry doesn't really have much of an open dev community compared to other places, so that kinda explains why they don't feel the urge to switch to Git.) PlasticSCM has risen in recent years as a direct competitor, but Unity has bought the company and I'm not clear what the future for it would be.

If Fossil had good support for binary files I would have considered switching from Git (since Git LFS is just yuck), but from what I've heard it doesn't look too good.




It’s not binary files per se, it’s size. Checkout sizes are in the 50 GB and up range. Also, unmergeable files are common, so there’s a strong desire for exclusive checkout. This is why game teams either split source and data (awkward to impossible depending on the game), or use Perforce.




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