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Apr 18, 2014 at 9:19 comment added user44748 So the only advantage of Perforce is working with the large files. In other criteria Git is better. Experience with Perforce is required if you want to get the job at Ubisoft.
Nov 12, 2013 at 21:01 comment added Almo For offline in Perforce, look at "Reconcile Offline Work..."
Sep 5, 2012 at 4:06 comment added Genesis2001 Update to the first comment here, it's apparently free for 20 users now (Says their website).
Dec 22, 2011 at 1:30 comment added Suboptimus I worked on a large game project that used Perforce and was completely bewildered that anyone would pay for it. The need to be in sync with the server is obnoxious, even on a LAN. I understand the "reconcile offline work" feature but in practice the workflow is so intrusive that when there are network hiccups you just don't work. If you don't use an IDE that has a P4 plugin, or you just want to edit a file here and there from the command line or another tool, you have to go back to the P4 client and do some bookkeeping. No other VCS puts up so many barriers to doing work.
Dec 21, 2011 at 20:22 history edited idbrii CC BY-SA 3.0
add bullets to increase readability
Sep 27, 2010 at 22:19 comment added CodeSmile Perforce is well worth the money - if you can spend it. I've worked with other version systems like Git and Subversion, and especially the latter feels like it carries the "Sub" in its name for a reason.
Sep 27, 2010 at 9:12 comment added tenpn re offline work: p4v recently introduced "Reconcile offline work" which will scan for changes to files that have been edited but not checked out, or not added to the depot. Very handy.
Sep 10, 2010 at 22:14 comment added dash-tom-bang If I had to choose one VCS for (large scale) game development, it would be Perforce. If I could choose multiple, I would add a DVCS for text assets (code, scripts, and other miscellaneous data files) but keep Perforce for binary assets.
Aug 6, 2010 at 21:44 comment added bluescrn Perforce is awesome, if you can afford it. I've not used all of the version control systems out there, but in 10 years of commercial game development, and several version control systems, it's the best I've used by quite some margin. It handles large data files quickly and reliably, and if set up properly, performs well in a multi-site setup over relatively slow internet connections. The Visual Studio integration may not be perfect, but it's pretty solid.
Aug 6, 2010 at 7:28 history edited jrista CC BY-SA 2.5
Added description of real-world drawbacks of Perforce.
Jul 26, 2010 at 9:28 history edited falstro CC BY-SA 2.5
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Jul 20, 2010 at 21:16 comment added paulecoyote From my experience point 5 from your answer is very true. It is extremely scalable. Errors are rare, support is speedy. Not certain on the cost, Yacine notes that it is free for the first two users. For smaller studios with smaller games it would be worth evaluating other options. Visual Studio integration is a little off out the box; but we are lucky enough to have a complete Perforce enthusiast at our studio write an excellent source provider for VS from scratch.
Jul 18, 2010 at 23:33 history edited Sam Harwell CC BY-SA 2.5
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Jul 17, 2010 at 12:12 history edited xan CC BY-SA 2.5
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Jul 16, 2010 at 20:01 comment added Yacine Salmi Another advantage of Perforce is that it's free for the first two users, which is great for small hobby projects, or two evaluate its suitability for a larger project.
Jul 16, 2010 at 7:28 history edited slicedlime CC BY-SA 2.5
added a section on branching
Jul 15, 2010 at 18:05 history edited Sam Harwell CC BY-SA 2.5
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Jul 15, 2010 at 18:03 history edited Jesse Dorsey CC BY-SA 2.5
I like formatting :p
Jul 15, 2010 at 18:00 history edited Philip Tan CC BY-SA 2.5
Moved commercial info into bullet point 1.
Jul 15, 2010 at 17:55 history edited Sam Harwell CC BY-SA 2.5
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Jul 15, 2010 at 17:55 history rollback Sam Harwell
Rollback to Revision 2
Jul 15, 2010 at 17:54 history edited Philip Tan CC BY-SA 2.5
Added info about Perforce's cost-per-user.
Jul 15, 2010 at 17:52 history edited Sam Harwell CC BY-SA 2.5
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Jul 15, 2010 at 17:46 history answered Sam Harwell CC BY-SA 2.5