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USourceControl vs Git + Git LFS

Git LFS turns your .uasset or .umap level into a 134-byte pointer file the moment it's misconfigured, then bills bandwidth on top. USourceControl has no LFS: big files just sync, with file locking and nothing to set up.

At a glance

Storage model
USourceControlNative large-file storage, no LFS layer
Git + Git LFSPointer files in Git + separate LFS object store
Repository performance
USourceControlNo repo bloat regardless of history depth
Git + Git LFSRepos slow down as LFS pointers accumulate
Learning curve
USourceControlDesktop app. No CLI required
Git + Git LFSGit + LFS CLI, smudge/clean filters, .gitattributes
Hosting costs
USourceControlUnlimited storage and bandwidth, included in plan
Git + Git LFSLFS bandwidth packs billed on top (see GitHub's current pricing)
Binary merge handling
USourceControlLock what you're editing, roll back if something slips
Git + Git LFSMerge conflicts on binaries, resolved manually
Non-engineer adoption
USourceControlArtists and designers work from the app
Git + Git LFSLFS quirks (pointer files, missing downloads) confuse non-engineers
Incremental sync
USourceControlDelta sync by SHA-256: only changed files move
Git + Git LFSSparse checkout + LFS requires manual setup
Why teams switch

What Git LFS gets wrong for games

No pointer-file foot-guns

Git LFS replaces files with pointer files when LFS isn't configured correctly. Artists commit 134-byte text files instead of their 500 MB assets, and don't notice until the team tries to open them. USourceControl has no pointer layer; the file you commit is the file stored.

Predictable performance at scale

As Git LFS history grows, clones and fetches slow down even when LFS content is filtered. USourceControl's protocol is designed around per-file version timelines, so repository size doesn't bleed into day-to-day sync speed.

Locking for binary assets

Git LFS has locking support, but it requires LFS-aware Git clients, server support, and discipline. USourceControl has first-class locking in the desktop app: lock a Blueprint or a level while you edit it and teammates see it instantly, and anything that slips through rolls back in one click.

One inclusive price

GitHub bills LFS bandwidth separately in fixed packs. For a team pulling down nightly builds or trading multi-gigabyte assets, costs spiral. USourceControl bundles storage and bandwidth into one transparent per-user price.

When Git LFS is still a fine choice

We use Git ourselves. It shines when:

  • Your team is all engineers fluent in Git workflow.
  • You need Git-native features like PRs and rebasing for your code.
  • Asset volume is small enough that LFS bandwidth costs little.

A common hybrid: keep code in Git, use USourceControl for content.

FAQ

Common questions

Why isn't Git LFS enough for game projects?

Git LFS bolts large-file handling onto a system designed for small text diffs. The pointer-file model is fragile. Missing LFS config anywhere in the pipeline produces silent data loss. Bandwidth is billed separately and expensive at game-asset scale. Non-engineers struggle with the LFS workflow. This is true for Unreal Engine projects.

Can we keep our code in Git and use USourceControl for assets?

That's a common pattern. Keep your source code (C++ and build scripts) in Git, and use USourceControl for content: .uasset and .umap files, textures, audio, FBX, builds. We don't require you to put code in USourceControl.

What about Git's branching model?

We have branches: fork from main, commit on the branch, merge back. What we deliberately don't replicate is Git's branch-heavy culture, because merging binary assets is often impossible no matter how good the branching model is. Use a branch for an engine upgrade or a release freeze, and use locking rather than long-lived feature branches over shared Content.

Does USourceControl have .gitignore-style file exclusions?

Yes. Projects have an exclusion list that keeps build output and cache folders out of sync, with sensible defaults for Unreal: Saved/, Intermediate/, DerivedDataCache/, and Binaries/.

What file sizes does USourceControl support?

Up to 5 GB per file on every plan, with no repository size penalty for large files. Multi-gigabyte map files, full builds, and video assets all work natively.

Is there a migration path from Git LFS?

Yes. Point the desktop app at your existing working copy and make an initial commit. The current state of every file is preserved. Importing full LFS history is a scoped paid service for Studio and Enterprise customers — talk to us first if you need it, though most teams find keeping the old repo read-only covers the same need for free.

Stop losing assets to Git LFS

From $25/user/mo. Unlimited storage and bandwidth on every plan.

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