Cycles also spent much of that time not having any full or even part time developers, and Brecht leaving for a couple of years to work at Solid Angle did not help either. The Blender development fund also brought a fairly small amount back then compared to today so they could not afford a developer just for Cycles anyway.
It was not until Cycles X that full-time work on the engine resumed and not until the last couple of years that the Cycles module had multiple people on it (so as to keep work ongoing if the project lead was on holidays or in this case a sabbatical).
The result is that we now have a number of longtime todo items and issues being tackled, and hopefully this means texture processing will receive renewed attention.
this pitch is a ux nightmare: but i could see scenarios where fast converging gi renders is a top priority and a ‘principled-shader-only’ rendering mode would still be incredibly useful.
Tiny bit off topic, but for those interested in ReSTIR, you can try the AMD ProRender add on. I didn’t try it my self so I have no clue how well it works, but it is using ReSTIR.
Using everything I learned below, we can get 1.5GB of GPU memory saving on the Gooseberry benchmark:
Packed Textures: 6024MB
Unpacked Textures: 5589MB
Unpacked Textures with greyscale maps converted to 8bit: 4592MB