Just about any big game studio uses P4 these days. I haven't seen one that doesn't.
I'm currently having to use Accurev in an enterprise environment, but I haven't run into anything that Accurev offers that can't be accomplished with git in a better and faster way. But then again, that's just my opinion :-)
([1] Predictably someone will probably want to respond to this with some link that shows a complicated and non-intuitive way in which you can get git to be halfway reasonable with handling binary files, though this will just prove my point more than disprove it, when compared to P4 which just handles binary files great out of the box with no thinking or planning required).
I'm not trying to start a flame war, I'm seriously curious.
There are various git methodologies and projects (eg. git-annex) aimed at working around this but by default git just wasn't designed to deal with big repos full of big files.
It seems like 2 of the main reasons Perforce works better with binary files is that when you sync, you only get the version you're requesting, thus resulting in faster downloads and there's an option to disable compression.
According to their website: http://www.perforce.com/perforce/doc.current/manuals/p4guide... Binary files are stored compressed as well. (I assume that there's an option to disable this)
Thanks for the response and information.