Re: Git for games working group
- From
Jonathan Nieder <jrnieder@gmail.com>
- Date
- Sep 17, 2018, 15:58 UTC
- Message-ID
- <20180917155810.GA89942@aiede.svl.corp.google.com>
- In-Reply-To
- <20180917135846.GG71477@syl>
Taylor Blau wrote:
> On Sun, Sep 16, 2018 at 03:05:48PM -0700, Jonathan Nieder wrote: > > On Sun, Sep 16, 2018 at 11:17:27AM -0700, John Austin wrote: > > > Taylor Blau wrote:
Show 18 quoted lines
>>>> Right, though this still subjects the remote copy to all of the >>>> difficulty of packing large objects (though Christian's work to support >>>> other object database implementations would go a long way to help this). >>> >>> Ah, interesting -- I didn't realize this step was part of the >>> bottleneck. I presumed git didn't do much more than perhaps gzip'ing >>> binary files when it packed them up. Or do you mean the growing cost >>> of storing the objects locally as you work? Perhaps that could be >>> solved by allowing the client more control (ie. delete the oldest >>> blobs that exist on the server). >> >> John, I believe you are correct. Taylor, can you elaborate about what >> packing overhead you are referring to? > > Jonathan, you are right. I was also referring about the increased time > that Git would spend trying to find good packfile chains with larger, > non-textual objects. I haven't done any hard benchmarking work on this, > so it may be a moot point.
Ah, thanks. See git-config(1):
core.bigFileThreshold Files larger than this size are stored deflated, without attempting delta compression.
Default is 512 MiB on all platforms.
If that's failing on your machine then it would be a bug, so we'd definitely want to know.
Jonathan