1254 points · 676 comments · 2 days ago · regnerba
lore.orgthrow2ih020
niek_pas
Enumerating objects: 5, done.
Counting objects: 100% (5/5), done.
Delta compression using up to 10 threads
Compressing objects: 100% (3/3), done.
Writing objects: 100% (3/3), 290 bytes | 290.00 KiB/s, done.
Total 3 (delta 2), reused 0 (delta 0), pack-reused 0
remote: Resolving deltas: 100% (2/2), completed with 2 local objects.
I know all of these things communicate something to the die-hard Git user, but for most people (even most people using Git, I bet) this is just complete gobbledegook. What the hell is "delta compression"? Why do I care how many threads it's using? What is an 'object' and what does it mean when it's 'local'? What does 'pack-reused' mean?From the documentation, it looks like Lore does a bit better in this regard:
Pushing 1 fragment(s)
Pushed 1 fragment(s), 124.00 bytes
Pushing a3f8c2d1... to branch main
Pushed revision 1 -> a3f8c2d1... to branch maintlahtinen
Perforce definitely needs a challenger. It is not the incumbent because it is particularily simple to use or administer. Git is actually way simpler when it comes to branching operations for example.
The reasons why p4 is often preferred in gamedev have already been mentioned in other comments: large project support, permissions, file locking and so on. Another key reason p4 is the king for Unreal dev is just how well it's supported inside the engine. Not perfect, but it's the best supported VCS because it's what Epic uses. Even the Git plugin is painfully unfinished, because Epic does not internally use it. So with Lore I expect them to give it first class support. I'd recommend Git a lot more if the support in Unreal was better.
(background; I've been in gamedev for almost two decades now, 2-200 person companies, every kind of engine and version control system. I prefer git where I can use it: for Unreal that means small projects and/or tech savvy team members. Pick the tool that is right for the job and the team.)
akurilin
It does show its years though. We were one of the first users of the Perforce cloud offering, as we were small and didn't want to self-host ourselves, but it was a bit of a rickety experience. You had to register an Azure account in order to be able to access the service, and you had to ask support to modify things like triggers. Coming from the world of GitHub and other SaaS products, you could tell it was an attempt to retrofit an older model into a new skin.
The Git LFS path has some unofficial support as well, but you are on your own when things go poorly. Epic doesn't provide much help there.
Competition in this space is welcome, especially if they're planning to make it fully officially supported by the Engine.
I wrote about why merging files isn't as common in the world of game dev for folks coming from the world of text: https://www.kuril.in/blog/why-game-devs-dont-merge-files/
ksec
Lore, formerly called Unreal Revision Control, is the built-in version control system for UEFN (Unreal Editor for Fortnite), where creators have been using it to version their islands. It is also seeing progressive adoption by internal Epic teams, and is being implemented as the backing store for UEFN’s cook pipeline, where it replaces traditional intermediary storage layers—eliminating redundant file transfers and significantly reducing the time between publishing changes and those changes being playable.
Surprised it is in Rust and not Epic C++ or Verse. I wonder why.
jacobgold
penciltwirler
- Pachyderm (Go): https://github.com/pachyderm/pachyderm
- XetHub (acquired by HuggingFace): https://huggingface.co/blog/xethub-joins-hf
- LakeFS (Go): https://github.com/treeverse/lakeFS
- Oxen (Rust): https://github.com/Oxen-AI/Oxen
I guess with AI, anyone can vibe code a content-addressed, chunk-level deduped, versioning system in Rust these days...
But jokes aside, Lore seems really cool! What's interesting is the realization that different domains/industries have similar problems, but they don't seem to be cross-polinating. In this case AI and Gaming both need a storage system that can version control large binary files at scale. I think there's lots of opportunities to share ideas here, but perhaps the lack of idea sharing (currently) creates opportunity!
frollogaston
iceweaselfan44
fully open source >look inside >Lore Desktop Client is available as binaries only, download the installer for your platform here:
bentt
pkasting
Passing for now.
interpol_p
bel8
Looks very git-ish. But probably better equipped for large binary files.
echo "Hello, Lore" > hello.txt
lore stage hello.txt
lore status --scan
lore commit "Initial revision"
lore pushspeps
fg137
You can trust Helix and Perforce because they have been doing this for decades, and this is part of their core business. You know they will keep maintaining the products for a while.
But for Epic, they could give up on this project tomorrow, and nothing will happen to their business. If anything, they'll get some dev resources back which helps their business.
It's like why anyone would trust Cloudflare to continue investing in EmDash over the long run. Cloudflare doesn't care about CMS. Their business is not providing the best experience for readers/authors/site owners. It's just a side hustle that is almost irrelevant to their business.
glouwbug
jbverschoor
wky
[0] https://github.com/EpicGames/lore/tree/main/docs/developing/...
[1] https://github.com/EpicGames/lore/blob/main/docs/developing/...
armcat
forrestthewoods
Perforce is a necessary evil in games. Git is simply not suitable. So this is already a huge win.
I main that Git is - at absolute best - simply mediocre. It's not a "good" VCS tool. It is merely adequate.
I would love to see Epic go for a full Git killer.
It looks like Epic has a created a virtual file system interface that is cross-platform. FRICKIN SWEET. This is a critical component to making a VCS tool that doesn't suck. And there has not been an existing open source solution to it.
kardianos
If the roadmap's "Web client and code review tools" could replace gerrit for me, this would be a easy switch.
Moreover, it looks like they designed both the mutable store and immutable store to be able to easily store their state directly on an s3 like system.
There are a number of features that would greatly speed up CI/CD system operations I belive.
swiftcoder
I also don't see any sort of GUI client? So the whole art team is going to have to get up close and personal with the CLI
BoggleOhYeah
eblanshey
jkl5xx
ibejoeb
lore stage covers adds, edits, and deletes — you use the same command for all three. Stage a deleted file and Lore records the deletion for the next commit. Moves and renames are tracked too, through a dedicated subcommand: lore stage move <from> <to> records the rename so the file keeps its identity and history across the move instead of registering as a delete plus an add.
Oof. So this isn't compatible with any tools that move or rename files. I can't see how this will be acceptable for real-world use.
hosteur
I have considered git many times but i have effectively one user and what I have now works. And I did not see any benefits in git for this use case.
Juliate
A quickstart link is buried in there, and that's good, but the value of the product is multi-faceted and doesn't address data architecture only.
ex-aws-dude
It’s like anything you do has to talk to the server
Even something as simple as diffing a file will just hang if there are server issues
justinhj
I always wondered if a combination of a database to index assets and asset versions with the data being in S3 style storage would be better for game assets; code can be in Git. Then your workflows are easy to build on top of that.
MaikuMori
Interesting to see where this goes.
adamnemecek
yablak
calebm
gavinhoward
[1]: https://gavinhoward.com/uploads/designs/yore.md
[2]: My WIP VCS has been named Yore for at least two years; I did not copy Lore's name.
Melatonic
As someone who came from VFX I always found the way Git works to feel very limiting. I feel like it was one of those things that was just so much better than the previous option (SVN, etc) that it blewup without actually being ideal.
nyxtom
aayushprime
wxw
Helpful page that gets closer to the details
kurhan
LoganDark
minton
applfanboysbgon
wilg
Qiu_Zhanxuan
noopprod
Missed opportunity for Lorehub.
rkagerer
They need a FAQ entry "Why isn't Lore hosted on Lore?"
rustyhancock
Lucasoato
Git’s content-addressed revision graph is excellent, but it treats binary files as second-class citizens—large files require bolted-on LFS rather than first-class chunked storage, sparse checkouts have sharp edges in offline use, and there is no native multi-tenant isolation.
I'm trying to figure out what Lore can accomplish that git+LFS can't. I've read about big binaries chunking, native interface and permission, is there anything else? Weren't those problems already solvable in the git+LFS ecosystem?
samgranieri
bachittle
advisedwang
moralestapia
[deleted]
[deleted]
DR_MING
paganartifact
Epic interviewed me asking all sorts of questions about my customers and use cases.
"Pagan" "Lore" lol Our site used to say "Folklore" at the top of projects.
They still don't really understand the customer or use case, so have fun.
paganartifact
nogbit
the_duke
That would be very powerful for various use cases.
a1o
goolz
20k
Its remarkable that anyone thought this website was fit for release, and it gives off strong slop vibes
I also have absolutely zero trust in a product like version control being provided by a for-profit company. It seems like a terrible idea to tie your software stack to Epic Games of all people, given their track record
armchairhacker
hparadiz
Count on it.
calebm
ryukoposting
[deleted]
MarvinYork
boredatoms
scosman
Melatonic
fastcrw
Surac
david_shi
pixelneon
aussieguy1234
Let's say I had multiple games installed, lots of videos downloaded, 3-4TB of data.
dankobgd
UltimateEdge
mosfets
nicebyte
????
gonomodagast
HellDunkel
gbraad
headwayoldest
gregschoeninger
Would love any feedback on it or contributions if people are interested :)
dwroberts
sasham
After tearing it apart for 2 hours - it seems like a solid beginning, but definitely not a fully-functioning product (especially on Mac, I hope it works better on Linux/Windows).
Disclaimer - I'm one of Diversion's founders.
Git is fine for text based files like code, but it's really bad at stuff like textures, 3D models, audio files, and other non-text files that game developers need to collaborate on. For example, one artist might need to obtain an exclusive lock on some art assets while editing them, because there is no sane way to merge two artists' async edits.
The SOTA in this area is Perforce (https://www.perforce.com/products/helix-core), a proprietary system. From what my gamedev friends tell me, when Perforce works it's great, but it hits enough snags that you need a tools engineer to manage it and occasionally fix issues manually. Git LFS is an alternative, but my gamedev friends all prefer Perforce especially when working on team projects beyond like 3-4 people.