Why doesn't LFS count? It handles locking just as well as p4, too.
A good git gui works as well as p4v (and usually far less buggy).
The major difference in my eyes is that p4 can enforce more settings from the server. It's easier to get artists set up in p4 than git.
> There's a reason that like 105% of AAA game dev uses Perforce.
Irony of ironies, Unreal is distributed with git but largely uses p4.
P4 is dominant but I feel like a lot of that is momentum. Making a Unity game with git is pretty easy. Some Unreal tooling is built around p4 only but not really for any technical reasons.
There are Git-based solutions for that. One of them is Anchorpoint, which is basically a centralized layer on top of Git for file locking.
File locking is one of the reasons why vanilla Git is not that popular in game dev. It only exists with Git LFS and it is not really easy to use or reliable.
A good git gui works as well as p4v (and usually far less buggy).
The major difference in my eyes is that p4 can enforce more settings from the server. It's easier to get artists set up in p4 than git.
> There's a reason that like 105% of AAA game dev uses Perforce.
Irony of ironies, Unreal is distributed with git but largely uses p4.
P4 is dominant but I feel like a lot of that is momentum. Making a Unity game with git is pretty easy. Some Unreal tooling is built around p4 only but not really for any technical reasons.