Inside a given location, programmers and artists specially, work directly connected to the
version control server without any local clone.
This direct connection to the server enables a simpler ‘lock-edit-checkin' cycle: more natural
for artists and developers. Disk space is also saved (considering in game dev projects it is
measured in GB).
The main server has to handle a big load from potentially hundreds of concurrent users,
avoid unwanted locks, be responsive and fast.
Plastic SCM supports the centralized and distributed scenarios. A Plastic workspace can be
directly connected to the central server, no need for intermediate repository clones (although
it is a possibility). That's why Plastic can work in *real* centralized mode.
Plastic supports heavy load on a single server as it is explained in
this test scenario. Any team interested on checking how
Plastic behaves under heavy load will be granted access to the Amazon EC2 setup to see it in
action and even alter the scenario to better reproduce their environment.
Multiple Plastic servers can be configured to split the repository catalog among multiple
machines if necessary.
Speed is also remarkably fast as explained in the
sections, consistently beating established competitors.