Git does great with text files, but game development contains a lot of binary assets (textures, videos, 3d models) and correspondingly huge repos. git-lfs tries to patch around that, but that makes a complex tool that creatives struggle to understand even more complex. Perforce is a pretty popular solution, and was used by Epic in the past
Have to think they're doing this out of a real need, given they were already using Perforce and must've considered Git too. It's also not like 2010s when version control was a hyped thing.
> It’s optimized for projects—including games and entertainment—that combine code with large binary assets, and caters for the needs of developers and artists alike.
When you have a game that weighs in at 100GB, only a tiny fraction of that is built from code. The rest of it is binary assets that most VCSs struggle with. What makes this worth considering is the fact that they designed it to handle binary assets.
Not sure why the downvotes, as this is a genuine question. In game development svn is often considered due to issues that git has with large files. Just stating what currently is done, and curious to understand what lore improves. Svn is still going strong among many shops.