Re: [GD-General] Re: asset & document management
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From: Mickael P. <mpo...@ed...> - 2003-05-16 07:36:23
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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
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