Hi, I agree these projects are important.
As Blender grows, the overhead of running the project grows too, we need to be able to scale better, that’s easier said than done.
The issue I run into these days is it’s now reasonably difficult to get focused time on single projects (even a week of focused time feels like a luxury).
This could be an excuse for failing on any project though, of course I have a responsibility to finish projects, even so - to complete some of these tasks I would have had to take time away from other areas and focus which (for the most part didn’t happen).
There isn’t one thing I can point to as the reason, code-review takes up quite a lot of time, there are also weeks we focus on fixes, issues for the release, investigating high priority bugs in modules, going over and reviewing issues in modules I’m involved with, investigating when/why a test broke… etc.
Recently another post here suggested we stop everything and focus on reviewing code.
I don’t think stopping everything (at least for extended periods of time) is a very good solution though as it’s likely to be disruptive - holding up other areas of development that are also important.
Personally, I dislike that Blender as a project tends to over-promise & under deliver. We should be more realistic about our plans.
Having said this, it’s important to communicate our goals, being too wary of failing in public might limit our goals too much.
That we don’t always succeed in every goal doesn’t mean we’re abject failures either.
As Dalai mentioned - having teams form to work on projects is something we’re trying out,
at some point we could look into having a team focus on modeling performance, as it remains an important project that shouldn’t be overlooked.