[RFC] kbfiles: an extension to track binary files with less wasted bandwidth

Na'Tosha Bard natosha at unity3d.com
Fri Aug 5 15:24:29 CDT 2011


Hi Martin,

On Fri, Aug 5, 2011 at 7:00 PM, Martin Geisler <mg at lazybytes.net> wrote:

> "Na'Tosha Bard" <natosha at unity3d.com> writes:
>
> Hi Na'Tosha,
>
> I'm back from vacation and slowly catching up on all the emails you guys
> have sent the last two weeks :-)
>
> > I am really thrilled about how well this project is moving along, as
> > well. Without a tool like this, Unity would not be using any DVCS (at
> > least not without having to have developed some similar system first).
> > As it is, this makes it possible for a company in the game development
> > industry (an industry where binaries on the order of several gigabites
> > is the norm -- at least we don't have any that big) to use Mercurial.
> > Without bfiles, our clone sizes would be increasing on the order of at
> > *least* several hundred megabytes or by some gigabytes every week.
> >
> > This tool really opens the doors for a whole new group of users.
>
> I have a bit of feedback from my client -- the one who made the snap
> extension. That extension is now being decommisioned and the department
> that used it is looking for an alternative solution.
>
> One problem they mentioned is the per-file overhead: Instead of having
> 200 files of 1 GB, they have 20,000 files, each of which is just 10 MB.
> That is kind of upside-down compared to what I expected. How many big
> files do you have in your repository?


We apparently have 31 files in our main repository, but I have some other,
less used ones, that have several hundred.  None have proven to be a
problem, but you do raise a good point.  I'd like to see Benjamin or
Andrew's feedback.

Cheers,
Na'Tosha



-- 
*Na'Tosha Bard*
Build & Infrastructure Developer | Unity Technologies

*E-Mail:* natosha at unity3d.com
*Skype:* natosha.bard
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