Perforce, formally Helix Core, is the centralized version control system that most large game studios run. Its dominance in the industry is earned rather than inherited.
What it does well maps directly onto what game projects need. It handles very large binary files without extensions or add-ons. Its exclusive checkout model is a first-class workflow rather than a bolt-on, which suits unmergeable assets. It scales to enormous depots. Unreal's editor integrates with it natively, so artists work through the editor's own source control menu. Its file-locking semantics also suit One File Per Actor's many-small-files pattern particularly well.
What it does poorly is everything around the edges. You need a server, sized and maintained by someone who knows how. Per-seat licensing scales badly below enterprise volume, which is where indie budgets break. Remote work is workable but wants proxies or edge servers to be pleasant. Client spec and workspace mapping is powerful and reliably misconfigured on someone's first day.
The honest summary is that Perforce is an excellent fit for a studio with infrastructure staff and a poor fit for one without. That gap is what most Perforce alternatives, including this one, exist to fill.