

EA, Ubisoft, Epic, Capcom, Crytek, CD Projekt Red just to name a few. On their officially disclosed list of customers, you can find Perforce is used by major game studios. In fact, I do not know of any sizeable studio not using Perforce. While this claim is hard to verify, in my experience this is true when it comes to medium to large teams.

They also claim that 19 out of 20 game development studios are using Perforce. These days the official branding for the source control product is “Helix Core”, but in my heart and for this article, we will still refer to it as Perforce.Īs stated on the official website, Perforce focuses on security, managing binary artifacts, performance at scale and teams distributed globally. Later, the company was bought and more products were added over the years to compliment the source control. I still remember its slogan being “the fast source control”. Perforce went through a few branding (mis)adventures as the years went by.
P4MERGE NO HELIX CODE
The goal was to provide a system allowing companies to keep track of changes in large projects containing both source code and binary files.

This time, let’s examine why is Perforce so popular.Īccording to wikipedia, Perforce (the company) was started in 1995 with its first product being the eponymous Perforce (the source control solution). In the previous article, I explained why Git is not the most optimal source control solution for game development. I have worked primarily with workflow issues and source control, so this is a product I know very well and I might be slightly biased towards it.
P4MERGE NO HELIX PROFESSIONAL
I have personally used Perforce in every single one of my professional projects. Pretty much all major AAA studios, and medium to large teams are using Perforce as their main source control, so there must be some valid reasons behind this choice. Perforce is the most widely used source control solution for game development studios.Īt Darewise, we evaluated many options and finally opted for Perforce, much like the rest of the game industry, or at least those who can afford it. This is part of a series of posts on source control for game development.
