My pitch of salt
Cycles is pretty fast as it is
I’m sure you have looked at the impresive benchmark results of CycleX and I am also going to point you at the marketing materials from E-Cycles and K-Cycles, I will say:
No, Cycles is not fast enough. If independent developers can get this much out of the existing framework, there must be more that can be improved upon by blender core teams. CycleX is a prove of that.
What happends when computation gets done faster? People will make computer do more work in the same time, not less.
No, Cycles will never be fast enough, people will just cramp their scenes with more stuff until the render time is barely toleratable like it is now.
One wise man once said: “640K (RAM) Ought to be Enough for Anyone.”
Look where we are now.
Instead of putting so many resources into Cycles
Cycle and Eevee are distinct projects with defined scope and different team members.
Take a look at the developer teams:
https://wiki.blender.org/wiki/Modules#Rendering
CycleX is led by two members of the cycles team: Brecht and Sergey, neither works on Eevee.
Dalai works for both Cycles and Eevee but not involved in the project.
CycleX is unlikely to impact the development pace of Eevee.
Eevee is developed to be a realtime rendering engine that supports PBR rendering and approximate the result so to assist artist in texturing and shading. Faster iteration, faster production.
People do like to experiment with Eevee for their work but look at the developer table again, Overlay Workbench Multiview should tell you the dev team still considers Eevee to be a viewport renderer first, the number of developer tells you their priority(3 vs cycles’ 8)
Does it have to do with the fact that Epic Games, the makers of Unreal, invested 1.2 million into the Blender development?
Of course it does. Epic is not a charity. They expect a return on their investments.
Senario 1: Epic funds blender with stipulation that it can’t not be used on Eevee.
Is this bad? Blender can do a lot of stuff and rendering is only a small part of a large piece.
Ok fine, the money can’t be spent on Eevee and the associated rasterization parts. How about modeling, sculpting, texturing and others?
Stand in the pov of Epic for a moment here. Are you going to toss money on a competitor to improve their product? Probably no.
What benefits can blender bring to Unreal engine that other modeling tools can’t?
Lower cost of entry to asset generation? Protentially bigger market of people using Unreal as a result?
Senario 2: Epic funds blender and the fund can go anywhere AND that the management decided that Eevee needs some improvement.
Alrighty now the dev team will move (or hire) more team members to work on EEvee. Great right?
Yes, not no.
Rasterization is different than a unbiases rendering engine. Proficient in one doesn’t equal proficiency in the other. You have new developers coming in what happends to the original 3 developers that works on Eevee. They have to train their peers now, getting hangs of the new code base, the developement tools and process. Now there is extra overhead in communication and the developments actually slows down.
But the fact that Radeon ProRender supports hardware accelerated ray tracing but AMD didn’t upstream this feature to Cycles should speak volumes of the state which the openCL implementation is in. CycleX is deprecating OpenCL. For anyone expecting AMD raytracing to land on cycle-current before CycleX, you are in for some disappointments.
Regardless of how the megagrant is spent, the overall blendering experience will be better for everyone.
Cycle is very very old, well in terms of computer graphics anyway
Remember that cycle is first released in 2011 and eevee is first realized in 2017.
CycleX is only a 6 month project worked on by only Brecht and Sergey
AND this is only a prototype so far.
For any software projects of this scale performance uplift like this should not be taken lightly. It is quite obivious that what holds Cycles’ performance back is legacy code and backward compatibility with existing code bases and stability requirements. Blender is no longer a small project and people who use it, individuals or big studios, expect blender to be stable and features presented by the engine to be usable. This makes breaking changes difficult, as they often introduces bugs and crashes.
Eevee comes much later and as such, the dev has the experience from cycles to reference on and make better choices.
Will allocating 2 people working on Eevee achieve a similar result in performances? Will people use Eevee over Unreal and Unity? Suppose you are a established studio and Eevee is looking really good, are you going to migrate your entire pipeline over to blender? Training the staff to use blender? That is a lot of risk for not much improvement in graphic fidelity. Eevee is doing the catchup and neither Unreal or Unity will just sit and wait around.
Implementing Ray-Tracing in Eevee and make it faster Blender would directly compete with Unreal for rendering films
With a better Eevee, blender competes with Unreal and Unity, both can be used free (Under certain revenue bracket, which most games don’t reach)
With a better Cycles, blender competes with other 3d rendering software, most of which costs money and thus higher barrier of entry.
The choice is obivious. (Even disregarding that cycles can be used as plugin for Cinema4d and 3ds Max)
Money Money Money
You’d think 120k a month in donation is a lot. It is not.
Blender currently employs 26 full time employees, and 12 freelancers remotely. The building in Amsterdam houses offices for administration, developers, a store, a render farm and test lab, space for workshops/sprints and a studio where artists work on animation film productions.
Not all 26 full time employees are developers.
That includes office rent, daily administration, general management, HR services, e-store, conference organization, event participation, operational support for blender.org, managing development fund grants, software research projects, workshops, meetings, and so on!
And not all donations goes to the developers.
TLDR: Eevee doesn’t get worse when Cycles improve; No resources are reallocated from Eevee to Cycles. CycleX is an amazing improvement on Cycles with the greatest impact given the resources constrains.
Please remember that Cycles and Eevee are not competing projects, they complement each other. Faster ray tracing in cycles will mean faster ray tracing in eevee when this feature eventually lands.