Epic Games announces Lore version control system (lore.org)
450 points by regnerba 3 hours ago
throw2ih020 3 hours ago
For context, since a lot of people on HN haven't worked on games - this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development.
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.
LugosFergus 2 hours ago
Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have signed the required NDAs. That's not something that you can do in git: it's all or nothing. Maybe you can set something up with submodules, but that's going to upend your repository if you hadn't planned for it.
MrDresden an hour ago
I once worked in a git repository that required those kinds of restrictions.
This was within a bank and the code in question was related to enabling Apple Pay from within the banking application. The consequences of that information and code leaking or being seen by anyone who had not signed the NDA were very serious (don't remember the details but it made the lawyers were extremely stressed about it).
Needing to figure out a way to protect those parts of the codebase it was decided in the end that the "easiest" way of doing this was to split the repository in half, with the actual artifact building taking place from the half that had the NDA code. The rest of the application (basically the whole application) was then used as a dependency by it.
Still didn't quite solve the issue, but access to that repository was heavily controlled.
SoftTalker an hour ago
iveqy 28 minutes ago
The way I usually solve this is by using git submodules.
Freedom2 22 minutes ago
I ended up writing my own layer over git for permissions for a specific client a long time ago. It has a huge amount of useful features - sadly, I never took the idea further.
rowanG077 2 hours ago
Doesn't git crypt solve this? You can have encrypted blobs in a repo that will be auto decrypted if you have a working key.
danudey 35 minutes ago
giancarlostoro 2 hours ago
everforward an hour ago
embedding-shape an hour ago
PunchyHamster 35 minutes ago
> That's not something that you can do in git: it's all or nothing.
That is partially incorrect; you can restrict writes via hooks but not reads; you'd need a workaround like submodules
stevefan1999 2 hours ago
That's by design of git, you can't forget that git is first developed for a bazaar model of information flow, especially with a big decentrailized project like the Linux Kernel, not the silo and isolated corporate NDA and closed model you described. Git prefers open information and discourages information closures and segregation of information by placing restrictions exactly like this.
Git enthusiast would often tell you to do this separately with a submodule, and set permission on the version control forge software level (which means Gitea/Github private RBAC access to certain repos for cloning), sure, but that is also painful as hell.
But my point is that all of this is exactly by design from Linus Torvalds's need for Linux Kernel to replace BitKeeper. Git simply isn't the tool for everything, it was developed for a software project with liberalism in mind, but corporate stuff is monoculture and prefers proprietary, shut-in model, and the eat your own dog food mindset, and no wonder it is so painful to deal with.
kccqzy 2 hours ago
stackghost an hour ago
arka2147483647 16 minutes ago
Its important to understand that in Game Dev a ’git clone’, aka ’p4 sync’, can be a terabyte of stuff.
Git is bad at such volumes of binary assets, textures, models, sounds, etc.
manoDev 20 minutes ago
Git LFS is a major PITA, and if you use GitHub is even worse since there are quotas and rate limits that are charged separately.
debarshri an hour ago
I am building a small asset heavy game. Ran into a similar problem. Built a storage cost efficient tool for exactly this [1].
Decabytes 2 hours ago
I wonder how useful this could be as a generalized version control for regular user systems, as a way to rollback, or scrub through history. Presumably if this is designed to work at Epic and Big Game studio scale, it should work at home computer scale
827a an hour ago
This presumption has destroyed far, far more companies and projects than the opposite assumption (that something built for small will scale to big, then doesn't).
qmr 16 minutes ago
jayd16 20 minutes ago
P4 is more "industry standard" than "state of the art"... But it does handle large files and partial checkouts without feeling bolted on.
kvirani an hour ago
There's also a new player called diversion (diversion.dev) which I think may be a YC startup? Anyway it takes a different approach of being more like Google drive but bringing in VCS behavior making it more indie and designer friendly.
danudey 30 minutes ago
At my previous game-dev-company job we ended up splitting things up into:
1. Code - Git
2. WIP art, shared assets (logos, marketing materials, etc) - Google Drive (because things are often changing, getting passed around, etc)
3. Finished assets (PSD files you're done with, or you think you're done with) - SVN (because we wanted a log of who contributed to what, wanted artists to be able to pick up where someone else left off; having a log of who made changes to a given PSD)
4. Assets rendered out to PNG to include in the app bundle/publish to the static file servers - Git (because those files never changed after being published so the git history wasn't polluted with unneeded files)
I've also used LFS, which is... a fine workaround, but still not great. Users who don't have it configured can still commit binary blobs; users who don't have it configured will clone files incorrectly; if the LFS server is slow, unavailable, unreliable, then the system starts to behave oddly; you need a Git server that supports it.
It was a huge hassle to manage; having a system like this would have been a godsend at that company, and if I still worked there I would be spending all day importing our codebase and assets into it to see how well it works.
throwaway81523 23 minutes ago
> 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
Git-annex ?
LinearIO 23 minutes ago
P4 is also really well integrated into IDEs and UE Editor so that I don't need to think about it as much as I need, compared to Git. Locking assets, releasing them, merging into streams etc., is overall pretty streamlined. When it works, it's great, but when it doesn't work though, it's pretty hard to diagnose issues.
retroflexzy 43 minutes ago
A significant part of my job, unfortunately, is helping people fix their workspaces when Perforce (p4) goes bad, or creating guardrails and wrappers to stop Perforce doing bad things.
In fairness, p4 predates most of the VCSes we consider "modern", so I empathize with a lot of the underlying architecture decisions. However, it has and continues to utterly fail at improving at a reasonable pace.
For example:
- p4 tracks file metadata of client workspaces on the server (sync'ed locally, opened for edit, file revision, etc) and uses this as the basis to avoid doing unneeded work. If this becomes desync'ed, a reconcile or force sync must be used. A reconcile can take hours, potentially days; it tries do detect file moves by default, so likely at least O(c^n) for some c>1. I have never personally seen a default reconcile operation _complete_ over any modestly large game code base, and in practice, people accumulate a litany of workarounds and scripts to fix this for themselves.
- Scripting p4 is a nightmare. Documentation is poor, schemas do not exist, and all the language-specific libraries are just thin wrappers over its C++ API.
- By default, p4 "helps" you with text files by "correcting" line endings on sync or even converting between encodings. This works until you have a mixed-OS environment, and discover a part of the pipechain that _must_ have a certain style. There are various levers to pull to make this better, but I've yet to find something fool proof.
- By default, p4 keeps flies read-only, only unlocking them when explicitly marked as being edited. This means, to avoid having to do this manually, every tool you use needs to be p4-aware. Or, you can turn this off, and choose to contend reconcile instead. (See above)
- Branching a modest game project, with, say, Unreal source code, can take hours. And this is the quick version where you ask the server to simply create new metadata, with no file transfer to a client.
- p4 is licensed by the user-account. Every user entity in p4 not intended exclusively for performing backups and maintenance operations counts toward this, including users required to integrate with other services. Plus, often times, these integration users must have admin access to be useful. The security posture is horrific.arka2147483647 21 minutes ago
I’ll add some more
- The P4 cpp api was apparently designed before any modern Cpp std lib was available. And is at best archaic, and stringly to use.
- P4 encoding support is pain in the ass to configure. And ensist on adding or removing bom to files.
ur-whale an hour ago
Git is certainly not great with binary assets, but calling perforce SOTA ... ouch.
If perforce is the best there is out there for large binary asset management, then there is a blue ocean worth of potential improvement for git.
Perforce is a piece of crap, a relic of the 20th century that must die in a fiery inferno.
danudey 29 minutes ago
It can be SOTA and still be garbage if there's nothing better (and there's nothing better, sadly). This is extremely exciting for anyone who's had to manage revision control for game devs.
asveikau 36 minutes ago
15 years ago, both Google and Microsoft were on perforce. (The latter through a fork with a different name.)
kps 13 minutes ago
maccard an hour ago
I’ve spent more than a decade working in games and unfortunately perforce is the best out there for a variety of reasons. None of them are good.
TheBigSalad 2 hours ago
That sucks, git is so absolutely horrible. It's crazy to me that nobody has made anything better yet. Although I could start that myself and yet have not.
devin 2 hours ago
With respect, were you around to use any of its predecessors?
bigstrat2003 32 minutes ago
VorpalWay 2 hours ago
jaapz 2 hours ago
turns out version control is hard
irishcoffee 2 hours ago
We did, mercurial just didn't win.
zer00eyz 2 hours ago
Git is fit for purpose. That purpose is to host a monorepo, with out a lot of 3rd party dependancies, distributed, patch based.
Thats not how everyone else works.
We're all using package managers to help with massive amounts of 3rd party dependancies (why are you version pinning in any place other than your repo, why arent you pulling updates through your repo and reviewing them)
We're reliant on tools like artifactory to make sure those depedancys dont disappear or are not corrupted.
We use yet other tools to manage our binary files (this tool would fix that).
Github, gittea, gitlab, bitbucket... have all added piles of tooling around git, that are grafted on around its short comings.
> It's crazy to me that nobody has made anything better yet.
Because our entire industry has fallen into the rut of "more tools", of stacking turtles (https://en.wikipedia.org/wiki/Turtles_all_the_way_down ) rather than fixing the real issues that hold us back.
> Although I could start that myself and yet have not.
Because unless your a Google or a Linus, no one is going to look twice at your tool for something that is this important. Im not even sure that epic games has the good will, or trust to launch this.
I am going to give them the benefit of the doubt and take a long hard look at it, but my optimism is tempered. But unless it offers a LOT more than git, the extra overhead (lacking IDE support, deployment changes and all the other tooling in GIT's orbit) it isnt going to be a worth while change.
LtdJorge an hour ago
chadgpt3 2 hours ago
Jonathan Blow found it convenient to represent all assets in a large number of text files, to enable merging. For instance he'd have one text file per entity on a map. The game and editor could read either this or the compiled binary version.
Aurornis 2 hours ago
Jonathan Blow works with extremely small team sizes relative to the big studios. When you only have a couple people working on a project you don’t need all of the same coordination features.
rootlocus 2 hours ago
doctorpangloss a few seconds ago
Wowfunhappy 2 hours ago
flohofwoe 2 hours ago
That's fine for database-like meta-data (e.g. game entity properties), but not for images, videos or audio files. Just writing those as hex dumps into text files doesn't make them any easier to merge.
superdisk 2 hours ago
He uses SVN and specifically has stated that Git isn't suitable for the work he does due to big binaries in source control.
LugosFergus 2 hours ago
You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow did).
pton_xd 2 hours ago
How do you merge changes to a texture, mesh, audio file, etc?
rootlocus 2 hours ago
Git LFS has file locking, and no VCS can provide you with the tools for diffing binary assets. I don't see any meaningful difference between Perforce, Diversion or Lore and git + LFS + file locking. Unless there's a meaningful performance impact for large projects (I only work on small / medium projects), the capabilities are the same. However, I get excellent git support for code in any editor, as opposed to Diversion or Lore which have none.
regnerba 2 hours ago
Git LFS for example does not support file chunking. So a single byte change on a large (100s of gigs) file means downloading the whole file again. Lore does chunking of binary files which means faster downloads and better de-dupping on the backend.
danudey 14 minutes ago
regnerba 2 hours ago
throw2ih020 2 hours ago
I haven't made games for a long time so I can't speak for my experience, only my friends. From what I understand (1) Perforce has decent integrations with the game engine editors my friends work with, so editor support is no factor for them and (2) it has better delta support for the file types they work with - I believe Git LFS mostly uses a generic xdelta diff which is kind of mediocre at everything versus Perforce can understand different file types and be extended to support custom types.
flohofwoe 2 hours ago
I guess you never worked with anything but git? The devil is in the details, and those details generally suck more in git (or generally: distributed version control systems) than in traditional centralized VCS's.
Also git-lfs is a crutch that breaks more often than it works :/
(I agree though that for small game projects, git is mostly 'good enough', even without lfs).
Tiktaalik 2 hours ago
There's also the tooling. Game teams have artists and designers where baroque command line incantations are headwinds to their workflow pace.
For the longest time Git tools were really poor. In recent years there's a few ok ones, like Git Fork, though I wouldn't know if those tools scale to the level of a AAA team size repo and not fall over.
zipy124 2 hours ago
Git LFS breaks so often that it can't be seen as a serious professional tool tbh. I've had nothing but trouble with it. If it wants to be serious it needs to be built into Git, not added as some after thought.
danudey 7 minutes ago
lentil_soup 2 hours ago
don't think it supports branches
it's also tough when you have 1TB of data, over 1mm files and you might want to lock hundreds files in one go
danudey 6 minutes ago
niek_pas 3 hours ago
Just today as I pushed some changes to Github, I was thinking how user-unfriendly Git's UI is:
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 maingritzko 8 minutes ago
Every Beagle command:
gritzko@spot ~/beagle $ be get
19:07 get ?#0ac49e6a
16:58 post ?0ac49e6a#POST-018 put:/post: banner on stdout
19:07 new beagle/test/be-post-put-banner.sh
19:07 upd dog/INDEX.md
...more stuff...
19:07 del test/post/01-bare-msg/01.put.err.txt
19:07 del test/post/01-bare-msg/02.post.err.txt
19:07 get abc?4222dfabjs2 an hour ago
Objects are your files. Underlying git is a content-addressable filesystem.
The objects are referenced by trees. A tree is just a directory.
The trees are then referenced by commits and/or tags into a DAG with named pointers into various parts of it (which are your branch and tag references):
https://git-scm.com/book/en/v2/Git-Internals-Git-Objects
Because it would be terribly in-efficient to have a bunch of loose objects, git periodically groups them together into packs. To save space, the objects are compressed against one another (delta compression) within the packs.
https://git-scm.com/docs/git-pack-objects
https://github.com/git/git/blob/master/Documentation/technic...
When pushing or pulling, the git transfer protocol basically enumerates what objects each side has so that it only needs to transfer the difference. On top of that, it delta compresses the objects on each side that aren't already grouped into packs against each other to save space.
https://github.com/git/git/blob/master/Documentation/technic...
Because git is an open-source project written by nerds, it shows you all of this information. Feel free to ignore it!
But if you really want to know, it's all documented both in the git book and git documentation directory, both linked above.
(Caveat: I'm working from memory and surely got some detail at least slightly wrong.)
e40 2 hours ago
I think we can all agree that information should be behind a -v CLA. It's probably just something no one has thought of doing. I've learned over the decades to just ignore it.
foresto a minute ago
> It's probably just something no one has thought of doing.
One might reasonably think that about a number of git's rough edges, and one might be surprised at the reality.
Some years ago, the annoyance of git's inconsistent terminology drove me to look into consolidating "cache", "index", and "staging area" in git's help text and documentation. What I found was that others had (of course) thought of it before, but when they tried to do it, it was rejected by git's gatekeepers.
maccard 2 hours ago
> It's probably just something no one has thought of doing
There are 1000 things that's true of about git. At a certain point that becomes a problem in and of itself.
yoyohello13 2 hours ago
dosshell an hour ago
Every place I worked at has a git introduction where all new employees learn about how git works internally. Takes 1h, and all junior devs stops memories random commands and actually start to understand. I highly recommend to you to poking around in the .git directory.
The git support for new employees drops basically to zero.
spelunker 2 hours ago
The lights are blinking, so everything must be working!
agumonkey 2 hours ago
I actually like this underlying logs. Could have a concise / project level summary though.
kristjansson 2 hours ago
Those are just the sounds that animal makes. Live with the animal long enough, you learn how the sounds correspond to its internal states, even if you don’t really know what they mean.
I’d be a bit worried if git didn’t heave that particular contented sigh when I ask it to push
mherkender an hour ago
I'd rather see some gobbledegook than extended pauses or idealized (read: fake) information. Those are specific tasks it is doing when you run that command, there's a simplicity to it.
Not saying Lore's approach is bad, but sometimes "worse is better".
cedws 2 hours ago
Git as a data structure is clever, but Git as a CLI is atrocious.
VikingCoder an hour ago
I feel like, everyone near Git has decided, "Well, all abstractions leak - so we might as well stand in the rain like Andy Dufresne when he escaped from Shawshank Prison!"
raverbashing 2 hours ago
Yes, the famous debate between plumbing and porcelain
Still the porcelain is more like cold stainless steel
cmrdporcupine an hour ago
Obligatory: https://git-man-page-generator.lokaltog.net/
yomismoaqui 2 hours ago
This is what happens when a kernel developer creates tools that need some kind of UX (I say this both as a shitty UX developer and Linus fan)
yoyohello13 2 hours ago
He makes a good tool? Honestly I don’t get the git hate on HN. I’ve been using it for years with no issue. I just read the first 3 parts of the git book and never looked back. I even setup a git server at home with the basic tools.
jon-wood an hour ago
altmanaltman an hour ago
Linus really has very little to do with git's development. He has stated that himself multiple times, and it's the factual truth. "This is what happens when a kernel developer creates tools..." is funny but not factual.
archerx 3 hours ago
I use GitHub desktop app that pushes to my local Gitlab. It’s a nice and simple GUI, it might be what you’re looking for.
tlahtinen an hour ago
This is a very promising announcement for Unreal game development specifically. For any other purpose I wouldn't care as much.
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.)
ksec 33 minutes ago
Turns out it is not really new but only open sourced it now. From the FQA.
>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.
wrwills 16 minutes ago
I suspect the use of Rust rather than C++ might have something to do with the fact that Simon Peyton Jones and Lennart Augustsson (both of Haskell fame) both work at Epic and there would have been a strong internal push to do this in a language with some functional programming features. Rust rather than Verse because that would probably not be the right tool for the job (even if Simon works on it). Rust rather than Haskell probably because of performance -- DARCS never caught on partly for performance reasons.
frollogaston 10 minutes ago
I don't see how Rust is more functional programming than C++
swiftcoder 7 minutes ago
I don't see a workflow for locking assets while they are under modification. This is kind of important for assets? Since we don't really have great merge workflows for meshes/animations/sounds/etc.
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
penciltwirler 2 hours ago
The premise is that Git-LFS sucks, so we need to build a new data versioning system (in Rust, from scratch). While I mostly agree with this premise, but there are already lots of existing (mature) data versioning systems with the same tricks under the hood:
- 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!
LtdJorge an hour ago
I don't think the needs are exactly the same. I believe in AI the big binary files are normally written once, while in gamedev, they are constantly updated.
That already warrants different storage architectures.
jacobgold 3 hours ago
I'd trust this project more if it was named Data.
HansHamster 2 hours ago
Yeah, I'm still concerned about crystalline entities suddenly showing up. Have they ever fixed it? I don't see anything in the issue tracker, probably because no one was left last time to report it...
manifoldgeo 23 minutes ago
If it were Data instead of Lore, it would reject any commit messages that used contractions such as "I'm" and "can't" ;-)
zdw 2 hours ago
Dunno, this seems fully functional?
CommanderData 2 hours ago
Oh brother.
Don't be too hard on Lore.
analog8374 3 hours ago
All Data is Lore. I mean lore is a superset of data. I mean data is lore with a special attribute.
I'm not just picking nits here. And this is not cynicism.
so there you go.
falcor84 2 hours ago
I'm not the parent, but I suppose it was a joke reference to Star Trek where Data (an android character) discovers he has a brother named Lore [0].
[0] https://en.wikipedia.org/wiki/List_of_minor_Star_Trek:_The_N...
frollogaston an hour ago
zdimension an hour ago
cwillu 2 hours ago
testdelacc1 2 hours ago
The likely source for Lore - https://memory-alpha.fandom.com/wiki/Lore
superkuh 2 hours ago
"Lore" is appropriate. Epic games is a very unethical company that steals from people. Myself in paticular. I bought Rocket League the game for linux from Psyonix. Epic bought Psyonix and immediately removed the game clients for linux and mac os. I can no longer play. They stole from me and many others. It'd be one thing if they just shut down the game entirely, but stealing it from only some people while keeping it going for others is worse than just killing games.
VibrantClarity 7 minutes ago
I haven't played it since the buyout either, but I'm told it works perfectly with Proton.
superkuh a few seconds ago
stronglikedan 38 minutes ago
> They stole from me and many others.
It's more likely that they took advantage of some things in the license that you weren't aware of, since stealing would be illegal.
frollogaston 2 hours ago
"Full-surface API" is a feature nobody here has mentioned. Is that a dig at how git intentionally has no linkable library? I saw this earlier https://news.ycombinator.com/item?id=48470604
gregschoeninger 11 minutes ago
We're also working on an open source large asset versioning tool called "oxen" - https://github.com/Oxen-AI/Oxen
Would love any feedback on it or contributions if people are interested :)
iceweaselfan44 2 hours ago
>fully open source >look inside >Lore Desktop Client is available as binaries only, download the installer for your platform here:
O5vYtytb 2 hours ago
https://epicgames.github.io/lore/roadmap/#desktop-client
> Open-source the desktop client so the community can build on its full graphical experience, not just download it. An early desktop client already exists as a binary download, but it isn't open source yet — it depends on some proprietary components, including Epic's internal design system. We're working to make all of it available in the open so that the client can ship as source alongside the rest of Lore. Lore is an open project, so it is important that the desktop client — which will be one of the main ways many people will interact with Lore — is also fully open so that the community is free to review, extend, and shape it.
Wowfunhappy 2 hours ago
Thanks. I still think it's a bit weird to say "fully" open source while your flagship client is currently closed. I realize they're referring to the VCS itself, but—well, if they just dropped the "fully" for the time being, I wouldn't bat an eye.
adastra22 2 hours ago
lentil_soup 2 hours ago
to be fair, that's just the desktop client. You can use or build on top of the CLI
they do say they will open source it, but who knows:
"It isn’t open source yet—it currently depends on some proprietary components, including Epic’s internal design system—but we’re committed to open-sourcing it in the future"
KomoD 34 minutes ago
> to be fair, that's just the desktop client.
I expect fully to mean fully, though.
Someone 2 hours ago
There’s a “Repositories” link at the top of the page that links to https://lore.org/#repositories, WhyHow links to various GitHub repos, including https://github.com/EpicGames/lore, which claims to have code for the CLI. I see no reason to suspect that claim is incorrect. The code likely lives in https://github.com/EpicGames/lore/tree/main/lore-client)
wxw 20 minutes ago
https://epicgames.github.io/lore/explanation/system-design/#...
Helpful page that gets closer to the details
aayushprime 28 minutes ago
I must say lore is an awesome name for a version control system. Much better than git in that regards.
gavinhoward an hour ago
As someone who has thought a lot about VCS design [1] [2], the chunking approach is the wrong one and will still waste space.
[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.
MattRix an hour ago
This is a very long document that says nothing about chunking at first skim. If chunking is actually wrong, then just explain why, here. Wasting space is not actually a problem if it’s optimized for other purposes instead.
gavinhoward an hour ago
When it comes to large assets, wasting large chunks of space is a problem. If your chunks are 64 kib average (from the Lore document), but changes only average 1 kib (which could be a high estimate), then you will still run out of space 64 times faster and need to read 64 times more data off of the disk for certain operations.
It also makes diffing hard, as well as diff viewing.
frollogaston an hour ago
bel8 3 hours ago
repo: https://github.com/EpicGames/lore
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 pushSnafuh 2 hours ago
Git-ish CLI is great. The GUI is more important though. Non-programmers don't want to dabble with CLI. One reason why Perforce is the defacto standard IMO. The GUI covers 99% of daily used operations and is easy to use.
glouwbug 3 hours ago
I’ve always wanted a git with five commands, and maybe with AST based diffing
simcop2387 3 hours ago
The five command part isn't really possible but you can use custom diffs for merges, git diff, etc. pretty easily. There are projects like diffsitter ( https://github.com/afnanenayet/diffsitter ) for doing more intelligent diffs like this for supported languages.
EDIT: and then an example for the merge stuff I couldn't find while typing before: https://mergiraf.org/ and HN discussion a few years ago: https://news.ycombinator.com/item?id=42093756
gritzko 25 minutes ago
Five is enough. Beagle uses five HTTP verbs: GET, POST, PUT, DELETE, PATCH. And it is syntax-aware.
frollogaston 2 hours ago
clone, pull, push, branch, merge, add, commit are the ones I use, but that's 7
pushcx 2 hours ago
I had wanted the same thing for a long time and jj + difftastic has satisfied me.
armchairhacker 16 minutes ago
Game engine, programming language, VCS…will Epic launch a brand new OS?
kardianos 2 hours ago
I like everything I've read on this site so for, for it is also something I've been wanting.
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.
wky 2 hours ago
The link to Architectural Decision Records is empty, but they're present in the repo to look at[0]. Curiously the decision with the most deciders is the implementation of JavaScript bindings[1].
[0] https://github.com/EpicGames/lore/tree/main/docs/developing/...
[1] https://github.com/EpicGames/lore/blob/main/docs/developing/...
pkasting an hour ago
The idea sounds good, even if Epic's recent track record of tools is not inspiring. But the commit messages etc. are very clearly products of vibe-coding. And version control is not the situation where "works 97% of the time" is a good-enough bar.
Passing for now.
frollogaston an hour ago
About the recent track record, is there some technical problem or just drama with Unreal Engine that I'm not aware of? (I already have the same opinion about using AI-coded VCS.)
speps 3 hours ago
They’ve been dabbling in this space within Unreal Engine for a few years. Perforce is the de facto standard in AAA studios from my experience, curious to see what’s going to happen to them.
eblanshey 2 hours ago
This looks very cool! I maintain a FreeCAD workbench for 3d model version control[0], and it currently uses git as the VCS, simply because that's what I was already using. Thinking long-term, I see it eventually morphing into a broader PDM (Product Data Management) system, perhaps even PLM (Product Lifecycle Management). Lore has a lot of the requirements already built-in, like centralized locking (better than SVN), and it's better suited for for binary files. I implemented the git backend as a protocol/port so it'd be pretty easy to swap it out. I'll be watching Lore closely.
rustyhancock 36 minutes ago
Guess this is announced as part of epics state of unreal and if so this is already off to an amazing start even if this is all there is!
BoggleOhYeah 2 hours ago
It’s great to finally see a possible alternative to Perforce.
hparadiz an hour ago
As long as Epic Games is anti Linux I will never use any Epic Games product.
Count on it.
TiredOfLife an hour ago
They are so anti linux that they ship a linux version of Lore.
LtdJorge an hour ago
Well, that's easy for a Rust binary. But they don't put any effort into having a great UX for Linux devs with Unreal Engine, for example. It barely works on Linux and is almost impossible to run under Wayland.
hparadiz 41 minutes ago
Surac 34 minutes ago
Isnt that what SVN is good for?
nyxtom 2 hours ago
I came here hoping Epic Games somehow had launched a reliable alternative to GitHub, but saw their code is hosted on GitHub
manifoldgeo 18 minutes ago
Yeah, they should have posted it to LoreHub! I just checked for the availability of lorehub.com, and you can buy it for only ~$13,000 and start a competing business to GitHub.
Lucasoato 2 hours ago
> 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?
zipy124 2 hours ago
If you've used git+LFS for any extended period of times, you'd know how often it breaks, especially when used with forges like GitHub. Both GitHub and Git treat LFS as an after-thought and second class citizen.
Lucasoato 28 minutes ago
Can you tell me where did it break? Or what feature you wished it had? I’m just curious, still trying to form an opinion on this.
frollogaston 2 hours ago
The fact that it's even referred to as git+LFS instead of just git... If I needed to work with large files frequently, I wouldn't want such a basic feature bolted on. Not a criticism of git, just can see why Epic doesn't use git.
bob1029 2 hours ago
I've used git+LFS for unity projects without much issue. If I was working with more than 2 people, I would definitely reach for something centralized.
boredatoms 39 minutes ago
Would lore be good for a tech company monorepo?
Imustaskforhelp 36 minutes ago
What sort of scale are we talking about when mentioning tech company's monorepo though?
yablak 2 hours ago
does anyone have a proper comparison of binary control systems like lore, xet, etc? i'd love to see how it handles mixed case workloads.
advisedwang an hour ago
Nice, this seems sort of like Git-but-for-giant-monorepos. That has been a gap in the opensource VCS market
noopprod an hour ago
Kind of funny that it's on GitHub no hate.
Missed opportunity for Lorehub.
bachittle 3 hours ago
this looks cool for game development, because using Git for projects in Unity and Unreal Engine definitely has it's issues. I'm personally not a fan of Git LFS, especially since GitHub charges you to use it (which makes sense, binaries and assets are big, code is small, relatively speaking).
ryukoposting 3 hours ago
Hosted onn GitHub. Heh.
Tuna-Fish 2 hours ago
Lore itself is not an example of a program that meaningfully benefits from any of the key features of Lore.
Lore is meant for situations where your repository is going to contain gigabytes of binary files, such as art assets for games. Git is technically great at everything but that, and even the external solutions for that situation still kind of suck.
Wowfunhappy 2 hours ago
Is Lore worse at managing text files, though? If not, it might make sense to adopt it fully in an organization so you can just use one tool.
ex-aws-dude 2 hours ago
Interested in this as perforce is pretty terrible a lot of the time
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
applfanboysbgon an hour ago
I'm in the market for a better VCS designed for gamedev-specific concerns, but reading the system design doc, it's LLM-generated. Not exactly confidence inspiring.
20k 3 hours ago
The incredible laggyness of that website does not inspire confidence. Much of the text selection is also broken, and chrome consumes nearly a full core trying to render.. something?
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
jon-wood an hour ago
This is primarily going to be targeted at Unreal Engine users, for whom the source control tooling they use is the smallest of concerns when it comes to being tied to Epic Games.
interpol_p 2 hours ago
Their docs seem entirely LLM written. It seems especially obvious in the FAQ. While I'm not against using LLMs for writing assistance, they've left a lot of the unnecessary language and typical stylistic choices in there, which erodes my trust in the project a bit. Perhaps it's a very good game-oriented version control system, but the lack of human attention on the docs makes me wonder how much they care
coldpie 2 hours ago
I reluctantly agree. I was interested to read the system design doc[1] but it's so many pages long and so full of redundant statements and needless details[2] that I gave up a couple sections in. The numerous "it's not X, it's Y" constructions give the game away. If they can't be bothered to read these docs themselves, why should I?
Anyway it's probably fine software and I am genuinely going to give it a shot for a usecase I have involving large image files. But the LLM-generated docs don't inspire confidence.
[1] https://epicgames.github.io/lore/explanation/system-design/
[2] They literally have a section header "10.1 Revision state as a 320-byte fragment". The byte size isn't even relevant in the code as an implementation detail, much less belongs in a design doc. No one read this doc before publishing it.
tom_ 2 hours ago
Yeah, I agree about the docs. I started on the system design page and my head started to swim after about 5 minutes. So exhausting to read!
On the flip side, I expect the project itself will be workable - well, assuming they're actually using it themselves! UE is a big pile of Stuff on its own, and Fortnite must have god knows how much additional crap in there, so if this is (or will be) their replacement for Perforce internally, then it'll be getting a good deal of testing. (If they're just chucking it over the wall, though... well, sheesh, you first...)
(Perforce is the standard thing for games, and pretty well it works too, and hopefully this will deliver it a well-needed kick. It was sold to private equity about 10 years ago, and it feels like they've been coasting ever since. (Perhaps users in other sectors are happier though?))
fwip 2 hours ago
Yeah, I hope I'm wrong, but it feels a little bit like "planned project no longer has internal support, let's see if we can make it open-source to garner goodwill and recoup some of our investment." Which isn't the worst thing that can happen.
adamnemecek 3 hours ago
This looks really good. I have been using git to store some PDF (tens of GBs) and git is really not well suited for this. No GFS is not a solution.
gonomodagast an hour ago
Why not just use Alienbrain?
gbraad 3 hours ago
What makes lore better or worth considering... when svn and git never failed me...
wongarsu 3 hours ago
Git does great with text files, but game development contains a lot of binary assets (textures, videos, 3d models) and correspondingly huge repos. git-lfs tries to patch around that, but that makes a complex tool that creatives struggle to understand even more complex. Perforce is a pretty popular solution, and was used by Epic in the past
frollogaston 2 hours ago
Have to think they're doing this out of a real need, given they were already using Perforce and must've considered Git too. It's also not like 2010s when version control was a hyped thing.
koolala an hour ago
Is there no git trick to turn off version control on non-text files but still store them? How does Lore handle them better?
LtdJorge 44 minutes ago
bpicolo 3 hours ago
> It’s optimized for projects—including games and entertainment—that combine code with large binary assets, and caters for the needs of developers and artists alike.
pdpi 3 hours ago
When you have a game that weighs in at 100GB, only a tiny fraction of that is built from code. The rest of it is binary assets that most VCSs struggle with. What makes this worth considering is the fact that they designed it to handle binary assets.
hootz 3 hours ago
Apparently, how it handles binaries when developing games.
dankobgd 2 hours ago
never trust epic
CamperBob2 an hour ago
Why not?
UltimateEdge 3 hours ago
Ahah, the second and third links on the page are to GitHub
echoangle 3 hours ago
Well it seems to be intended for repos with large blobs like video games so it kind of makes sense that their own pure source code is still managed with git.
MBCook 3 hours ago
It makes total sense. It’s just kind of ironic.
AndriyKunitsyn 2 hours ago
Epic's Unreal Engine development is made in Perforce, and then it was mirrored to git/Github. Or that's how it was a couple years ago. That's kind of expected, VCS is one thing, a forge is another thing.
LoganDark 3 hours ago
Interesting to note that this does not seem like a DVCS in the traditional sense because it depends on coordinating with a central server where all repositories will be hosted. I can't tell if servers can pull/push from eachother.
applfanboysbgon an hour ago
It is not a DVCS.
> 3.2 Explicit non-goals¶
> Peer-to-peer decentralization. Lore is centralized by design. Two clients communicate through the remote, not directly.
moralestapia 3 hours ago
What a waste of a phenomenal domain name.
Razengan 3 hours ago
My first thought exactly :(
rirze 3 hours ago
I can't imagine it was cheap to acquire it, so any company with VC/big Corp money would've taken it any ways.
headwayoldest 3 hours ago
How long before Epic starts giving away other software and suing git to support lore?
glouwbug 3 hours ago
I can’t remember the last time anyone actually played the game they got for free on epic’s store
WillPostForFood 2 hours ago
Citizen Sleeper, the game that is going free tomorrow on the Epic store is really good. Space Cyberpunk themed RPG/Survival Sim.
It is interesting that people are so cynical about Epic giving out free games. I get that people love Steam, but competition in the storefront market is not bad.
argee 32 minutes ago
hparadiz an hour ago
Tomte 3 hours ago
Kerbal Space Program, Civilization 6, Hogwarts Legacy. All games nobody ever played…
rbits 2 hours ago
I definitely have. But they're all the games that they gave out in the early days, the more recent games haven't really appealed to me. And it didn't convince me to spend any money, I still haven't spent a single cent on anything Epic Games.
falcor84 2 hours ago
I've been getting them for years now and have enjoyed many of them (though not a large percentage), and would love to use the Epic store more, if only they would implement some version of reviews/scores. Without that, I feel that I can't trust them as a marketplace.
RobotToaster 2 hours ago
I played hogwarts legacy for about an hour before realising it was boring, does that count?
tombert 3 hours ago
I play Brotato fairly often. I am not sure I have played any of the other free games I’ve gotten though.
takipsizad 3 hours ago
dwroberts 2 hours ago
This is just going to become another way to lock developers into UE. Then they will start charging for licenses, same as Unity did for its versioning feature. It might be open source but that doesn’t stop the commercial use of it being charged for.
shepardrtc an hour ago
It has an MIT License
dwroberts an hour ago
It doesn’t matter