原文概要

Epic Games 宣布开源 Lore,一款面向大规模项目和大型团队的版本控制系统。Lore 采用集中式架构、内容寻址存储 (Merkle tree)、不可变修订链和按需数据加载 (on-demand hydration),专门针对二进制大文件和游戏开发场景优化。它使用 MIT 许可证,已在 UEFN (Unreal Editor for Fortnite) 内部替代传统存储层。项目登顶 HN 热门榜 (/best),获 1191 分、637 条评论。

讨论焦点

Lore 的定位:Perforce 的竞争者,而非 Git 的替代品

多位评论者指出,Lore 的直接竞争对手是 Perforce,不是 Git。游戏开发需要处理纹理、3D 模型、音频等非文本文件,Git 在这类场景下表现不佳。

“this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development.” — throw2ih020

“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.” — throw2ih020

“Perforce does get the job done and it’s reliable and stable. This announcement is definitely a big deal, and if the promises for lore actually measure up, we could be seeing the beginning of a switch over to open source version control for larger asset heavy games where git was still not a great fit.” — 匿名评论者

Git 的设计哲学与游戏开发的冲突

评论深入探讨了 Git 的设计理念与游戏开发需求之间的根本矛盾。Git 为 Linux 内核的集市 (bazaar) 开发模型而生,偏向开放信息流,而游戏开发需要权限管控和封闭协作。

“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.” — stevefan1999

“Unfortunately there are many people who think git is a panacea and is suitable for all version control tasks of anything.” — stackghost

Git 在文件锁定、目录级权限、大文件增量传输等方面的缺失,使得游戏团队不得不依赖 Perforce 这类集中式系统。

Perforce 的现状与痛点

Perforce 作为游戏行业的事实标准,评论者对其评价褒贬不一。一方面它稳定可靠,另一方面它许可费用高昂、运维复杂。

“Perforce is a piece of crap, a relic of the 20th century that must die in a fiery inferno.” — 匿名评论者

“Perforce is more the IBM of VCS. Older than it has any right to be. Has quiet ‘dark matter’ support contracts with a lot of companies you wouldn’t think need Perforce, but they’ve been using it for long enough they aren’t going to change.” — 匿名评论者

“Perforce definitely needs a challenger. It is not the incumbent because it is particularly simple to use or administer. Git is actually way simpler when it comes to branching operations for example.” — 匿名评论者

有评论者指出,Perforce 在 Per-seat 许可模式和高昂的服务器运维成本上几乎没有改进,给了开源替代品进入市场的空间。

Lore 的技术细节与创新

Lore 的架构受到了较多关注:内容寻址存储、分块存储 (chunked storage)、按需数据加载等特性被认为是对 Perforce 的有力挑战。

“Lore does chunking of binary files which means faster downloads and better de-dupping on the backend.” — 匿名评论者

“Lore seems to support checking out only the assets you actually need (on-demand hydration and sparse checkouts), meaning that a level designer can check out just the level that they’re working on without having to manually configure a git sparse-checkout.” — 匿名评论者

也有评论者关注到 Lore 需要显式标注文件移动/重命名 (lore stage move),认为这是一个可用性问题:

“Lore needs you to tell it that you’re moving or renaming. It’s not the end of the world, but it’s a real pain if other tools are operating on the file.” — 匿名评论者

桌面客户端未开源引发争议

Lore 的服务端和 CLI 是 MIT 开源的,但桌面客户端目前只提供二进制下载。社区表示担忧。

“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.” — 引用自 Lore FAQ

“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.” — 匿名评论者

Epic 的动机与信任问题

部分评论者对 Epic 的工具维护历史表示担忧,认为其过往的开源项目维护记录不够理想。

“The idea sounds good, even if Epic’s recent track record of tools is not inspiring.” — 匿名评论者

“Epic games is a very unethical company that steals from people. Myself in particular. I bought Rocket League the game for linux from Psyonix. Epic bought Psyonix and immediately removed the game clients for linux and mac os.” — 匿名评论者

也有评论者指出 Lore 已在 UEFN 内部生产环境中使用,并非实验项目:

“Lore, formerly called Unreal Revision Control, is the built-in version control system for UEFN, where creators have been using it to version their islands. It is also seeing progressive adoption by internal Epic teams.” — 引用自 Lore 文档

除游戏之外的潜在应用

部分评论者讨论了 Lore 在非游戏领域的可能用途,包括 ML/AI 模型版本管理、照片库、PLM 等。

“Can this be used for ML/AI projects as well? I’m thinking for version controlling LoRa finetunes, finetuning data, safetensors, etc?” — 匿名评论者

“I do a bit of amateur photography and I have my photo collection in subversion today. Would Lore be a better fit for a photo collection with hundreds of thousands of binary files and almost a TB in size?” — 匿名评论者

典型观点一览

立场 用户 一句话
明确 Lore 定位 throw2ih020 Lore 针对游戏开发,竞争 Perforce 而非 Git
Git 设计有取舍 stevefan1999 Git 为开源协作设计,不适合企业封闭场景
Perforce 应被替代 匿名 Perforce 是上个世纪的遗留系统,需要更迭
Perforce 有护城河 匿名 大型工作室在 Perforce 上投入了大量沉淀成本
看好 Lore 前景 匿名 如果承诺兑现,Lore 可能成为游戏行业的 Git
担忧 Epic 执行力 匿名 Epic 过往工具维护记录不够好
桌面客户端需开源 匿名 非程序员依赖 GUI,CLI 不够
Lore 跨领域可能 匿名 AI/ML 领域同样有大型二进制文件版本管理需求

总体情绪

讨论整体积极但有保留。社区认可 Lore 解决了一个真实问题——游戏开发缺乏开源、可扩展的版本控制系统。Perforce 的痛点被广泛认知,因此 Lore 的出现被视为及时且必要的。

主要保留意见集中在:Epic 能否长期维护这个项目?桌面客户端何时开源?Lore 与 Perforce 的差异化是否足够推动行业迁移?部分评论者提到 Git 的生态集成(编辑器支持、CI/CD)是 Lore 短期内无法企及的优势。

值得注意的是,有经验丰富的游戏开发者指出:”I’ve been in gamedev for almost two decades now, 2-200 person companies. 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.”——这句话或许是对这场讨论最好的总结。

引用帖子

# 标题 URL
1 Lore – Open source version control system designed for scalability https://news.ycombinator.com/item?id=48571081
2 Lore 官方网站 https://lore.org/
本文基于 Hacker News 讨论编译,观点不代表译者立场。引文内容可能经过编辑以适应篇幅。