How to find the number of vertices/edges/faces.... at render time?

Hi everyone! I hope this actually posts, the last time I tried to post something it disappeared forever in moderation.

I’m having some issues with excessive memory consumption (I use blender on a laptop). I know how to track down excessive vertices/edges/faces in the viewport; I have python code that does that, as well as the “Mesh Information” plugin. But I need to find out what has the most geometry at render time, with all modifiers applied and set to their render-time settings. Is there any way to do this? I have a lot of things set to not show up in the viewport to reduce lag during editing (although I still have more lag during editing than I’d like, particularly upon selecting objects with right-click and when doing undo/redo when not in edit mode; my file sizes have also gotten larger than I’d prefer :Þ ).

I always try to keep real geometry at a minimum and rely on subdivision and the like to build the geometry… honestly I probably decimate my models more than I should. But it’s a complex scene, with plants and all sorts of complex shapes. And at render time, all of the subdivision needs to happen. SO I need to figure out where I should put my mesh optimization efforts.

Nobody knows? :frowning:

It’s getting to be a real problem, I can’t seem to make it not crash at render time :frowning: