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USourceControl vs Perforce Helix Core

Perforce has been the default for AAA game studios for 20 years. For the other 95% of teams — indie studios, remote collaborators, and studios who don't want to run a server — there's a better option.

At a glance

Deployment model
USourceControlFully managed cloud service
Perforce Helix CoreSelf-hosted server or Helix Cloud add-on
Setup time
USourceControlUnder 5 minutes
Perforce Helix CoreHours to days for server provisioning and configuration
Pricing model
USourceControlTransparent per-user pricing, free solo tier
Perforce Helix CorePer-seat licensing plus infrastructure and admin costs
Large binary files
USourceControlUp to 10 GB per file, native support
Perforce Helix CoreSupported, but requires depot tuning and typemap configuration
Desktop app for non-engineers
USourceControlYes — artists, designers, producers work from the app
Perforce Helix CoreP4V is capable but legacy; non-engineers often need training
Global performance
USourceControlBuilt-in CDN, works from anywhere
Perforce Helix CoreRequires edge server or proxy setup per region
Ongoing maintenance
USourceControlNone — we run it
Perforce Helix CoreAdmin time for backups, upgrades, user management
Open-source client
USourceControlYes (MIT licensed)
Perforce Helix CoreProprietary

Why teams switch

What you get moving off Perforce

No server to operate

Perforce requires you to run (or pay someone to run) a Helix Core server, configure depots, manage backups, and handle upgrades. USourceControl is a fully managed cloud service — you sign up and start committing.

Predictable per-user pricing

Perforce pricing scales with seats, edge servers, proxy licenses, and Helix Swarm add-ons. USourceControl is flat per-user, includes storage and bandwidth, and has a free tier for solo developers.

Designed for whole-team use

Artists, designers, and producers rarely want to learn P4V workflows. Our desktop app is built for them first — commit, sync, resolve, and view history without a CLI or a mental model of depot paths.

Works everywhere out of the box

Distributed teams on Perforce often need edge servers or proxies to get reasonable pull speeds. USourceControl ships content through a global CDN — a contractor in Seoul gets the same throughput as your studio in Montreal.

When Perforce is still the right call

We're honest about the fit. Perforce may still be the better choice if:

  • You require on-premise deployment for compliance or air-gapped networks.
  • Your studio depends on specific Helix features — streams, Swarm code review, or custom triggers.
  • You have an existing team deeply fluent in p4 CLI and automation built on top of it.

Moving from Perforce?

Most teams migrate by syncing their current Perforce workspace to USourceControl as an initial commit, keeping their legacy depot read-only for historical reference. Full history migration is available on Studio and Enterprise plans.

Migration guide

FAQ

Common questions

Is USourceControl really a Perforce replacement for game projects?

Yes. It supports the two things Perforce is famous for in game dev — very large files and many small binary assets — without the operational overhead. If your studio uses Perforce primarily for its locking and large-file workflows, USourceControl covers that ground as a fully managed service.

Can I migrate my existing Perforce depot to USourceControl?

You can bring your current working copy into USourceControl as a first commit, which is how most studios migrate. Full historical migration with preserved Perforce changelists is available on request for Studio and Enterprise plans.

What about exclusive checkout and file locking?

Locking binary files during edit is a core workflow for game teams. USourceControl supports exclusive-checkout style locking so two artists can't clobber each other's work on the same .uasset.

How does USourceControl handle very large repositories?

Per-project storage scales with your plan up to 20 TB per org on Studio, and Enterprise is custom. Files up to 10 GB each are supported natively. The sync protocol only transfers what actually changed between versions.

When is Perforce still the right choice?

If you need on-premise deployment for compliance, have an existing team fluent in P4V and p4 CLI, or depend on specific Helix features like streams, Swarm code review, or triggers — Perforce may still be the better fit. We can usually still be used alongside for external collaborators.

Does USourceControl support Unreal Engine source control integration?

We don't ship an in-editor Unreal source control provider today; the workflow is through the desktop app. Most teams find this preferable because artists and designers don't need to use editor-based source control.

Try it without committing

Free for solo developers. Spin up a test project alongside your Perforce depot and see how it feels.

Start for free