"give yourself piece of mind to not fix it"
You seem to be under the impression that I am in any way obligated to fix this, so I'll just be very clear: Neither am I obligated to fixing this, nor do I (currently) have any personal interest in doing so.
"- Maybe people would donate if they could use it? Fixing the performance scrolling footage would mean its usable."
I'm not going to do work in the hopes of maybe getting money at some point in the undetermined future when others are offering me substantially more money for concrete tasks with clearly stated goals.
So, if you want me to do something specific, you'll either have to offer me a sufficient sum of money or convince me that either I need it myself or it'll be lots of fun to do.
"- I cant even export video, it just flickers."
That's Optifine. Either remove it or downgrade to D3. Optifine is constantly breaking stuff with almost any minor update. I'm just as sick of it as most users of the RM are which is why I've just opted to tell people to dowgrade instead of spending days figuring out what changed after every Optifine update.
This also isn't the first time I've mentioned that on the forum. And yes, I'm aware that the search functionality is horrible which is why I'm generally not blaming people when they open a new thread with that issue.
"- I also spent HOURS battling the performance issues to try and learn your use of setting time keys, and position keys, only to render it out and it comes out all flickery after what would be hours rendering."
See above.
"- I come back a day later to see if I can change the settings in the render to fix the flickers and ALL of the hours setting the key's have just vanished, they were not saved!!! After battling the performance of scrolling footage."
I'm gonna guess that you just quit MC without saving the keyframes. In that case, yes ofc they were not saved. Have you RTFM?
And yes, I do agree that the mod should probably always save keyframes in the background to prevent them being lost when it crashes which is why that's on the TODO list.
"- Do you expect new users to be able to Learn your mod if they cant use it? I tried it years ago when I signed up here, but couldn't understand it at first because I learn from doing things, which is impossible if you cant even scroll through the footage to set key points, so anyone new that uses this will inevitably just give up."
Want the honest answer? No, I really don't care about it. My life is far better off if I only have to deal with people who are capable of using the mod despite its flaws.
"- I cant view 95% of my old footage as its not backwards compatible with the latest minecraft."
That just seems wrong. We're using the ViaVersion library to allow old (unmodded) replays to be loaded on newer Minecraft versions and from my automated testing, about 4500 of the 5000 replays uploaded the ReplayCenter back then were working just fine.
If you're using other third-party mods which add content to the game, then get used to it. Modding in Minecraft is generally not a thing which tends to be backwards compatible.
Also, feel free to yell at Mojang (not that that would get you anywhere). Updating to new MC versions is generally not a fun or rewarding experience anyway and I'd rather not do it.
"- If you are limited by using the minecraft client as an editor, why not look at other pre existing solutions? Find a way to import that data into an existing 3D application like Blender or something."
Interesting idea, I actually did try to do something like that (rendering to an animation in Blender instead of a video) a few months (might even be a year) ago because I thought it'd be fun to do. Unfortunetally it turned out that the result was actually unusable with blender using up to 16GB of ram just to load as little as 5 seconds of animation. I might even pick that one back up if anyone can tell me if there's a more efficient way to store a linearly interpolated value for object positions in the .blend file than fcurves and some nice algorithm to convert multiple unconnected sets of verticies into a single object with multiple shapekeys without having blender's ram usage explode.
I might also go back to re-using parts of that code and combining it with the quick mode I described in the thread I linked in my previous reply. I.e. you'd be able to convert a trimmed down version of the replay into a blender project, then setup camera paths, etc. and then import those back into the mod for rendering.