Lore – Open source version control system designed for scalability

regnerba 1073 points 569 comments June 17, 2026
lore.org · View on Hacker News

Discussion Highlights (20 comments)

headwayoldest

How long before Epic starts giving away other software and suing git to support lore?

UltimateEdge

Ahah, the second and third links on the page are to GitHub

bachittle

this looks cool for game development, because using Git for projects in Unity and Unreal Engine definitely has it's issues. I'm personally not a fan of Git LFS, especially since GitHub charges you to use it (which makes sense, binaries and assets are big, code is small, relatively speaking).

gbraad

What makes lore better or worth considering... when svn and git never failed me...

moralestapia

What a waste of a phenomenal domain name.

bel8

repo: https://github.com/EpicGames/lore Looks very git-ish. But probably better equipped for large binary files. echo "Hello, Lore" > hello.txt lore stage hello.txt lore status --scan lore commit "Initial revision" lore push

speps

They’ve been dabbling in this space within Unreal Engine for a few years. Perforce is the de facto standard in AAA studios from my experience, curious to see what’s going to happen to them.

glouwbug

I’ve always wanted a git with five commands, and maybe with AST based diffing

ryukoposting

Hosted onn GitHub. Heh.

LoganDark

Interesting to note that this does not seem like a DVCS in the traditional sense because it depends on coordinating with a central server where all repositories will be hosted. I can't tell if servers can pull/push from eachother.

jacobgold

I'd trust this project more if it was named Data.

niek_pas

Just today as I pushed some changes to Github, I was thinking how user-unfriendly Git's UI is: Enumerating objects: 5, done. Counting objects: 100% (5/5), done. Delta compression using up to 10 threads Compressing objects: 100% (3/3), done. Writing objects: 100% (3/3), 290 bytes | 290.00 KiB/s, done. Total 3 (delta 2), reused 0 (delta 0), pack-reused 0 remote: Resolving deltas: 100% (2/2), completed with 2 local objects. I know all of these things communicate something to the die-hard Git user, but for most people (even most people using Git, I bet) this is just complete gobbledegook. What the hell is "delta compression"? Why do I care how many threads it's using? What is an 'object' and what does it mean when it's 'local'? What does 'pack-reused' mean? From the documentation, it looks like Lore does a bit better in this regard: Pushing 1 fragment(s) Pushed 1 fragment(s), 124.00 bytes Pushing a3f8c2d1... to branch main Pushed revision 1 -> a3f8c2d1... to branch main

throw2ih020

For context, since a lot of people on HN haven't worked on games - this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development. Git is fine for text based files like code, but it's really bad at stuff like textures, 3D models, audio files, and other non-text files that game developers need to collaborate on. For example, one artist might need to obtain an exclusive lock on some art assets while editing them, because there is no sane way to merge two artists' async edits. The SOTA in this area is Perforce ( https://www.perforce.com/products/helix-core ), a proprietary system. From what my gamedev friends tell me, when Perforce works it's great, but it hits enough snags that you need a tools engineer to manage it and occasionally fix issues manually. Git LFS is an alternative, but my gamedev friends all prefer Perforce especially when working on team projects beyond like 3-4 people.

adamnemecek

This looks really good. I have been using git to store some PDF (tens of GBs) and git is really not well suited for this. No GFS is not a solution.

20k

The incredible laggyness of that website does not inspire confidence. Much of the text selection is also broken, and chrome consumes nearly a full core trying to render.. something? Its remarkable that anyone thought this website was fit for release, and it gives off strong slop vibes I also have absolutely zero trust in a product like version control being provided by a for-profit company. It seems like a terrible idea to tie your software stack to Epic Games of all people, given their track record

dankobgd

never trust epic

interpol_p

Their docs seem entirely LLM written. It seems especially obvious in the FAQ. While I'm not against using LLMs for writing assistance, they've left a lot of the unnecessary language and typical stylistic choices in there, which erodes my trust in the project a bit. Perhaps it's a very good game-oriented version control system, but the lack of human attention on the docs makes me wonder how much they care

BoggleOhYeah

It’s great to finally see a possible alternative to Perforce.

Lucasoato

> Git’s content-addressed revision graph is excellent, but it treats binary files as second-class citizens—large files require bolted-on LFS rather than first-class chunked storage, sparse checkouts have sharp edges in offline use, and there is no native multi-tenant isolation. I'm trying to figure out what Lore can accomplish that git+LFS can't. I've read about big binaries chunking, native interface and permission, is there anything else? Weren't those problems already solvable in the git+LFS ecosystem?

iceweaselfan44

>fully open source >look inside >Lore Desktop Client is available as binaries only, download the installer for your platform here:

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