Large file support

Version your biggest files, up to 5 GB each

Game assets are big. Textures measured in gigabytes, packaged builds in tens of gigabytes, multi-track audio sessions that don't fit in a normal repo. USourceControl stores, versions, and syncs these files at full speed, with nothing to set up. Every sync moves only what changed, and it scales to millions of files.

Purpose-built

Large files as a first-class citizen

Up to 5 GB per file

Packaged builds, 8K texture arrays, multi-hour audio sessions, game captures. All fit natively in a single commit.

Global CDN delivery

Every download comes from the closest edge. A contractor in Seoul gets the same throughput as your studio in Montreal.

Incremental sync

Only changed files are transferred. No re-downloading a 50 GB project because a teammate touched two textures.

Integrity verified

Every file is SHA-256 hashed on upload and verified on download. Silent corruption is not an option.

Only changed files sync

The desktop app hashes your files and transfers only the ones that changed. Unchanged files are skipped. Fast syncs, low bandwidth, and every version kept.

Bandwidth included

No LFS bandwidth packs, no overage fees on normal use. Your plan covers normal team-scale transfer volume.

Why Git LFS falls short

Git was built for small text diffs. Git LFS bolts large-file support on top using pointer files. A pointer file is a small text placeholder stored in the repo that points to the real binary on a separate server. This model creates a class of silent-failure bugs specific to LFS. If a teammate's client isn't LFS-aware, they commit pointer files instead of real assets. If LFS bandwidth is exhausted, pulls start failing halfway. If a host changes LFS pricing, your bill changes without any code change. USourceControl has no pointer layer. The file you commit is the file stored. Every sync retrieves real bytes, not proxy text files.

The cost math at scale

Git LFS bandwidth billing is the hidden tax. GitHub sells 50 GB bandwidth packs at $5 each. A modest team of five pulling a few gigs per week burns through packs quickly. A nightly build of 8 GB, downloaded by five people, is 40 GB per night, 1.2 TB per month, 24 packs, $120 in LFS fees alone. USourceControl pricing bundles storage and bandwidth into flat per-user tiers. The Team plan ($29/user/mo) includes 1 TB of user bandwidth per month. For the same 5-person team, that's 5 TB collectively, four times the LFS scenario above.

What 'large' actually looks like

Real files we see customers commit regularly: • 4K and 8K source textures (100 MB – 2 GB each) • Raw WAV tracks and multi-track DAW sessions (500 MB – 3 GB each) • Substance Painter source files with full texture chains (200 MB – 1 GB each) • FBX character rigs with embedded animations (100 MB – 500 MB each) • Packaged build outputs for playtesting (2 – 5 GB) • Video captures and trailers (500 MB – 5 GB) All of these work natively. No LFS config, no typemap, no workarounds.

FAQ

Common questions

Is 5 GB really the per-file limit?

Yes, 5 GB is the hard limit per file on every plan. For very large single files, contact us. We've helped studios handle custom cases.

How does USourceControl transfer large files?

Uploads and downloads use a direct edge-CDN path with resumable transfers. Interrupted uploads resume from where they stopped; you don't restart a 6 GB transfer over a flaky connection.

Do I get charged extra for bandwidth?

Each plan includes generous per-user bandwidth (500 GB/mo on Solo, 1 TB/user/mo on Team, 4 TB/user/mo on Studio). Sustained usage beyond that is rare; we contact you if it happens rather than surprise-billing.

How does incremental sync work?

The desktop app tracks file hashes and only uploads or downloads files that have changed. Unchanged files are skipped entirely, so syncs stay fast and bandwidth stays low. Every version you commit is stored and remains fully recoverable.

Can I version 20 GB single files like raw video?

The native per-file limit is 5 GB. For larger individual files, you typically want to split them (e.g., a trailer project broken into scenes) or use the Enterprise plan, which supports custom limits.

What's the largest project you've seen?

Comfortably hundreds of GB to a few TB. The architecture doesn't hit limits until you cross the per-plan storage caps, which go up to 5 TB on Studio and are custom on Enterprise.

Stop fighting your tools

From $12/mo for solo developers. Start committing real files, not pointer files.

Book a call