Your game project is growing and Git is starting to buckle under the weight of all those binary assets. It's not just the network. It's that Git treats large binaries like second-class citizens. Your fix is Git LFS. A bolt-on with its own server, its own tooling, and its own sharp edges. And it still moves whole files, not just the parts that changed. Enter Lore. Announced by Epic Games at State of Unreal 2026, This is the open source, rust-based evolution of the tech behind Unreal Revision Control. Lore uses fragment-level deduplication, splitting massive binaries into chunks. Change one part of a multi-gigabyte asset, and you only move the changed bits. It also uses sparse, lazy-working copies, so you only hydrate the data you actually touch. Plus, normal operations like staging and committing don't need a network roundtrip. It's a centralized system, not distributed, built specifically for projects mixing code with heavy assets, like games, film, or AI. If your repo is drowning in binaries, lore is worth an evaluation. It's brand new and MIT licensed, so check it out and see if it fits your workflow.
Machine-transcribed from the published render, so acronyms may be cased as ordinary words.