RE: [GD-General] Re: asset & document management
Brought to you by:
vexxed72
From: Paul B. <pa...@mi...> - 2003-05-16 15:32:45
|
> -----Original Message----- > From: Mickael Pointier [mailto:mpo...@ed...]=20 > To: gam...@li... >=20 > Would be interesting to have some hard numbers here about the=20 > size of assets you are all managing on your projects. We just finished our game and here are some numbers on my development client on my machine. I'm a dev so art and design enlistments would be slightly different but close to this because I tended to sync everything plus some. The following includes source code, source art assets and source game/level data but no compiled artifacts for a single codeline of the game -- all told, we made 59 branches during development -- 5 of those "full" branches. 62341 total files and 14.5 Gb in total size On the server side, the depot consumes a total of 61 Gb of diskspace and contains (including deleted revisions)=20 The time it takes to sync depends on how much stuff changed. Most=20 times it takes less than a couple seconds and my syncing behavior was driven more by the risk-reward payoff of picking up other peoples changes. =20 > When I see these numbers, I wonder how it's possible to get=20 > fast versioning programs that perform CRC, compression, archiving... We started using our current version control system in May of 2001 and it has served us perfectly well (in fact it improved the quality and stability of the game/toolset considerably). The cases where=20 we had performance issues with the depot were always related to=20 too little physical memory (which is easily remedied). I think if you look into who is using commercial packages like Perforce and other such tools, you'll see that the amount and size of artifacts they have under control is pretty large. I seem to recall nvidia using Perforce and having extremely large depot sizes (in the 80-90 Gb range IIRC). Paul |