I tried to give that section of the doc a fair read.
Looks like operational transforms to me.
The doc claims it's the first with this technique. A 30 second search reminded me of Darcs, and taught me about Pijul, and Weave. And yes, Google Docs storage works the same way - there are probably papers documenting how efficient Google Docs storage is, but it's not wrapped up in a full VCS that folks can use.
The example in the doc uses text, and unfortunately I think it's for a reason. I think with large, binary game assets, the most common operation is going to be strings of "replace A with B", and depending on your chunk size relative to the distribution of changes you make on your assets, I see it as pretty close to a wash, for efficiency. Especially considering that content-addressable blocks also solves de-duplication, which for a multi-game studio is probably going to be significant. Especially if they're managing multiple releases, patches, development branches, etc.
Looks like operational transforms to me.
The doc claims it's the first with this technique. A 30 second search reminded me of Darcs, and taught me about Pijul, and Weave. And yes, Google Docs storage works the same way - there are probably papers documenting how efficient Google Docs storage is, but it's not wrapped up in a full VCS that folks can use.
The example in the doc uses text, and unfortunately I think it's for a reason. I think with large, binary game assets, the most common operation is going to be strings of "replace A with B", and depending on your chunk size relative to the distribution of changes you make on your assets, I see it as pretty close to a wash, for efficiency. Especially considering that content-addressable blocks also solves de-duplication, which for a multi-game studio is probably going to be significant. Especially if they're managing multiple releases, patches, development branches, etc.