Lore — Epic Games 开源版本控制系统 — HN 讨论摘要
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/ |