I don't think you understand the scale of large creative projects like games. The current (only medium sized) Unreal Engine project I'm working on has about 300k files in the head alone, and a fresh sync for the stuff only required to build/cook the game is about 350GB. If you add the raw content from things like Maya, substance Painter, brush, etc, it is well in excess of 1TB.
Vanilla git just does not scale to this. Microsoft git and Scalar get much closer, but require a bunch more setup and are a giant foot gun if someone tries to use the repo with vanilla git. Add to that the lack of permissions control and remote management, and it is just not a good fit for an industry where say 75% of the contributors are non technical.
Git is a fantastic tool and works for the vast majority of software projects, but there are non trivial amount of projects out there that it just doesn't suit.
Perforce, as horrible as it is, is the game and VFX industry default for a reason - think of it this way, given how notoriously cost driven and penny pinching games companies are, don't you think they'd be using a free/cheaper alternative in hosted Git if they could? But they don't. This is why.
Good luck to the Diversion team, more competition in this part of the market can only be a good thing.