How Binary Diffs at Scale Actually Work
Block-level delta computation, content-addressed chunking, and why "binary files differ" is a cop-out not a constraint.
Technical writing from the Diversion team on binary diff algorithms, .umap locking strategies, Perforce migration paths, and build farm integration for Unreal and Unity studios.
Block-level delta computation, content-addressed chunking, and why "binary files differ" is a cop-out not a constraint.
The specific P4 bottlenecks that hit around 150–200 GB depot size: proxy cache invalidation, metadata server load, and client-side OOM during p4 sync.
Exclusive lock, shared read + exclusive write, lock-on-open enforcement, and directory-scoped lock policies — trade-offs for teams of different sizes.
How to structure your branch topology so a stale LightingData.uasset never reaches main — and what Diversion's bake-freshness check does when it does.
What actually happens inside a .uasset when two engineers edit the same Blueprint graph. Why traditional three-way merge fails, and what block-aware conflict detection looks like instead.
Configure post-sync webhook hooks to trigger Unreal Automation Tool or Unity Cloud Build the moment a sync completes — no Jenkins glue scripts, no cron polling.
Git LFS is a pointer layer on top of git — it doesn't solve file locking, branch cost on binary repos, or bake-freshness detection. A direct feature comparison for studios evaluating both.