| Most Windows apps can be installed locally, harvested and copied to
and run off a network share (of course Adobe apps being a notable
exception), but it seems that as a general rule the performance of
running Windows apps off a network share is not very good: the same
app version on Linux running off NFS from the same server will start
up infinitely faster. So we wrote an in-house caching system that will
make a local copy of "big / slow to start" apps (Houdini, Maya,
Nuke...), and uses a LRU policy to keep the cache size reasonable
while ensuring that "active" projects quickly find the app versions
they need (this is useful on both artist workstations and render
nodes). This allows you to freeze multiple projects to different app
versions (through a Shotgun-based app launcher), and deal with apps
that either want to install incremental updates on top of older
versions, or have quick release cycles that would quickly fill the
largest of local disks if you installed everything locally.
I've said this before, but the best "installer" is a zip file...
JF
On Wed, Feb 21, 2018 at 1:30 PM, Michael Stein wrote:
> Ive searched the archives and Slack and came up empty.
>
> Whats the current SSA state of the art for managing Artist environments
> under Windows? Im specific referring to controlling versions of software
> (both third-party and in-house) on a per project basis, e.g. setting your
> project, then starting an app, and getting the right version.
>
> Related to this question - how are people storing software? On central
> server mounted as a drive or network share, or all local?
>
> I have these problems and figure that this wheel has been invented.
>
>
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