Blender Feedback Survey 2025 - Now Live

The annual Blender Feedback Survey is now online. Quite a few people compained last year that they didn’t even know about this survey, until it was closed for taking - so, here’s your notification.

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Thank you for letting me know about the survey, I didn’t even know it was happening.

Blender Survey 2025 Results:

Feedback thread:

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Here’s the summary (from the link above, but you have to scroll quite a ways):

Summary

The feedback for Blender 5.x/4.x is polarized between immense gratitude for the tool’s existence and specific frustrations regarding its evolution.

The “Abandoned” Modules:

There is a consensus that Texture Painting and Sculpting have been neglected. Users are asking for a layer-based painting system and better high-poly performance in sculpting. The reliance on paid add-ons to fix these native deficiencies is a common frustration.

Geometry Nodes: Powerful but Inaccessible:

While users acknowledge the power of Geometry Nodes, there is a strong demand for “Artist Friendly” wrappers. Users want the result of Geo Nodes without having to do the math/programming themselves.

The AI Divide:
The community is split but leans toward caution. There is a vocal contingency demanding Blender stay “human-art focused” and avoid Generative AI, while a smaller group wants AI assistants for tedious tasks (retopology/UVs).

Industry Standardization vs. The “Blender Way”:
Professionals want better integration with industry pipelines (USD, MaterialX, Unreal Engine, CAD formats). They are frustrated when Blender ignores industry-standard UI/UX conventions (like keymaps or selection behaviors) in favor of unique, sometimes unintuitive, “Blender” methods.

Performance & Stability:
Regressions in EEVEE Next and general instability in recent LTS releases were cited frequently. Users with high-end hardware feel limited by optimization issues in large scenes, and macOS/Linux users have specific niche complaints regarding API support (Metal/Vulkan).

Overall:The user base is incredibly loyal and passionate, but they are asking the developers to slow down on new features and focus on polishing existing tools, specifically Texturing, Sculpting, and Physics, to make Blender a truly complete pipeline tool.

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How is that barely no-one uses or wants to focus on VSE. And yet there seems to be a lot of vocal minority wanting to ̶w̶a̶s̶t̶e use resources on that? I remember that even at some conferene it was “yell voted” most requested area was VSE, and there are a lot of “VSE” related request out there, and even aras wastes time on it because devs asked him.
Am I the only one who sees the discrepancy here?

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Watching just your 2 images I can’t see any discrepancy.
There is few people that use Blender for VSE and they’re, statistically speaking, the same people who voted to focus development on Video sequencer…

Or am I missing something else?
As I’m not a VSE user, probably I’m missing something.

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I believe what he means is the discrepancy between the low percentage of people actually using the feature, compared to the amount of attention it receives from development.

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By that logic, no innovation would happen ever. The VSE has great potential. And inside Blender, as a package, a potential workflow that no other software can provide. It needs developers attention so that it can become something that many more people would use.

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You’re right…I haven’t read very well… dammend foreign languages… :slight_smile:

Couldn’t be that a dev (or devs) like to work on it and go on with a project unrelated to its popularity?

And about low percentage, couldn’t be physiological for video editing? In a full CG film or animation, video editors are often a low percentage compared to modellers or animators.

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I don’t agree; logic doesn’t dictate that every idea and effort is a good idea.

How is the VSE innovating anything in video editing? In the recent era, efforts have been focused on things including “how should a clip snap to another clip” and “improve how one can select handles”. That’s not “innovation”; that’s UI improvement that basically every other video editor does well, and has, for years. And there’s countless other things that other editors do GREAT, that VSE doesn’t do at ALL.

My company works in the healthcare administrator industry. Part of our work includes doing our accounting and taxes.

We don’t offer that as a service to customers. If we decided to do this, and it was a losing proposition on the revenue side - one could say “We need to spend more resources on the accounting services department!” One could also more rationally say “We are not an accounting firm, and should not be wasting our efforts trying to compete with one.”

Blender’s strength is 3D content creation. That is where the employee hours and donation budget fund should be spent. Blender can (and probably will) spend the next 10 years trying to improve the VSE, and in 2036 will still not even be comparable to the free version of Davinci Resolve 2026.

It certainly looks like a passion project to me. But it’s also something that is supported with donation money, and staff time.

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I agree, currently I don’t use the VSE for anything more than putting together rendered frames. For any editing I use Kdenlive, but if the VSE became more powerful I would most certainly start using it.

I think that’s the kind of logic that the company is using: “If it was better, people would use it.”

Sometimes other companies already have a base covered, and you need to admit it. See “Blender Game Engine” and how (un)successful that was, compared to - well, everything else.

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I’ve said this before, but sigh I’ll say it again.

The VSE sets itself apart from other video editing software by being inside of Blender. If it were just a standalone video editing tool, it’s completely unnecessary because it doesn’t add any value over [any other video editor].

But recent developments are focused on making the VSE more integrated into the rest of Blender. E.g. by interacting with 3D scenes, with the compositor, with the movie clip editor, etc. That’s the part that makes it interesting. And why large studios are trying to do previs/storyboarding in Blender. It’s offering a workflow that no other DCC can offer.

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Or don’t and just get Davinci Resolve now for free and have a professional, industry grade video editor, compositor, audio engineering and colour correction tools right now that the VSE isn’t going to touch (and it shouldn’t) for decades.

I’m guessing from a storyboarding/layout/scene assembly type system (something that I think the Unreal engine partly gets used for, if what I’ve seen on behind the scenes for things like The Mandalorian is correct).

Which when combined with a full 3D package and grease pencil could well have great potential. But I wonder how well that design/concept has been considered and where the line should be between what maybe needed to make that really work, vs what is just better left to a traditional video editor like Resolve. And hence if some better links/interoperability added to Blender would be a better move.

At the same time, maybe a rebranding could be considered, Video Sequence Editor somewhat makes it sound like a Video editor and I think that really is best left to actual video editors.

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Then I guess the whole blender development should stop because houdini and stuff already have the base covered, right? :joy:

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I did try Davinci Resolve recently, but I am used to the UI and how to do everything in Kdenlive, so for now I will stick with that.

It does everything I need, so it’s not worth the time to learn a new application.

Fair enough and I will admit, Resolve is a bit ‘full on’. But then I’ve used Premiere and Final Cut Pro in the past, so it wasn’t as big a deal for me.

On the other hand I took one look at the VSE and thought, ‘nope, I need an actual video editor’.

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Troll someone else.

If blender decided they needed to create a module that does 2-D layout and typesetting, I would tell them the other software already has this covered.

I made the same observation when you seemed to think it was a great idea for blender to include a DAW with MIDI and VST features.

If you don’t understand the difference between that, and completely leaving the software market, I can’t help you here.

i thought aras works on it for free? he is retired or something like that. :slight_smile:

i like the VSE, use it for actual video editing and think it’s very cool that it’s being worked on.

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I could probably get used to it, but for the casual editing I do, Kdenlive is fine.

I have used Kdenlive for probably about 4 years now, so I don’t fancy re-learning a new interface at the moment.