Re:Mercurial with Largefiles: Why it is not a solution for g...
by maccard on Sunday December 03, 2017 @05:14PM
(#15839947)
Someone else’s mentionec the size of their repo on a game that’s 11 years old. Last time I checked on an unreleased project, in development for about 4 years at this stage, we have 200GB of source code and binaries checked into perforce for normal usage, and about 800GB of source assets (audio, models, textures). We probably 150 changes a day, and about half of them are to art content, the other half to code. There’s a lot of churn, and this is on a “small” AAA project (probably about 100 people total).
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