If you're bundling in all of your dependencies, or some images/models/sound files then Git gets very big, very quickly.
If you're bundling in all of your dependencies, or some images/models/sound files then Git gets very big, very quickly.
In The Witness (http://the-witness.net/news) we have 20GB of data checked into svn. Try that with git.
On the other hand, Perforce is the game industry standard. As much as engineers complain how terrible P4 is in comparison to distributed options, the other teams working on the title (artists, designers, QA/Test) save a huge amount of time by simply not fucking things up for everyone else.
When there's 250 people working on a title, producers will call to lock the entire depot down so that Intern Joe Blow from Test/QA can't check in a broken build and waste the time of everyone who is working on the project.
I've administered depots (along with overseas proxies) with a 1TB head revision. It was amazingly fast despite how huge the data set was. The only exception was syncing a new workspace, which is easy enough to work around with weekly snapshots and rsync.
My last company did just that. The repository wound up being 30gb at the end of the project (which was a 3d facebook game). We tried to host on a company hosted github, but got kicked off because it couldn't deal with a repository that size[1]. Luckily, we only had one person try to check out the repository at the end of the project. It took them 14 hours for the initial check out.
[1] It was never made clear to me whether it was our hardware that had the problem or the github self hosted software. Either way, it was unreasonably slow.
But when we have dozens of multi-MB binary files, which change every week or so, then after a year we're ending up with a massive repository to pull down.
http://mercurial.selenic.com/wiki/LargefilesExtension
[edit: this isn't quite a solution, more of a work around -- but one that can be expected to be installed by default.]