Re: [GD-General] Re: asset & document management
Brought to you by:
vexxed72
From: Mickael P. <mpo...@ed...> - 2003-05-16 07:36:23
|
Enno Rehling wrote: > Thatcher Ulrich wrote: > >> On May 15, 2003 at 01:54 +0200, Enno Rehling wrote: >> >> We're using Perforce; it handles binary assets just fine. We have >> done a bunch of scripting to automate some content processes, e.g. so >> that artists can hit a button in Maya to do the appropriate >> edit/checkout. This seems to be working pretty smoothly for us. > > How does it handle an artist that creates 182 versions of a 80 > megabyte binary file in the course of 3 weeks? I suppose CVS would > end up with 14 GB of archives, by which time it has probably long > croaked :-) > > I've looked at Perforce in the past, it's a really nice product, > simliar to what we already know. But does it handle really, really > large amounts of data? Would be interesting to have some hard numbers here about the size of assets you are all managing on your projects. I've been in hollidays for 2 weeks, and I just made a synchronization on my local repository for the project I'm working on, there are the numbers: * 13736 files * 3438 folders * 1650 files were modified and getting them from the network represented a total of 1.29 gigabytes. The whole synchronization operation take 7 minutes and 26 second, for an average transfert speed of 2.95 megabyte/second That's for the main game ready asset folder. For what we call "rawdata" (where artists are doing experimentation), we have a total of 70036 files (39.2 gigabytes) in 5525 folders. When I see these numbers, I wonder how it's possible to get fast versioning programs that perform CRC, compression, archiving... Mickael Pointier |