I’d bet it comes from GPU subdivision, at this stage the UI has no clue what the subdivided mesh looks like
since it works with other modifier I think that’s it… Now hard to tell if it’s a known issue or an actual regression…
Probably to get this working properly that would requires dirty hacks…
In the meantime if you add another modifier after subdiv you force CPU subdiv and the numbers are good again !
I could probably manage by adding a Decimate modifier after subdivision, but I’d rather not have to. Will carry on in 4.4 for now and see if it changes in the future.
Yeah, but from a technical standpoint that’s completely understandable :
The goal of GPU subdiv is to offload the work to the GPU so it’s faster. Therefore this append as a last step in the process, so what blender “see” is the un-subdivided mesh. Then this is sent to the GPU who perform the subdiv and display the mesh at the same time. It can’t send it back to the CPU to evaluate the bounding box then to update the UI. Maybe some hacks are possible but it might be a bit more difficult than what we think. Since we have somewhat to go back in the past in the pipeline just when we reach the end…
Yes because then it’s evaluated on the CPU. For the same reasons…
To be able to just display the mesh subdivided so the CPU has nothing to deal with it. It should be the last step in the process. It can’t upload the geo to the GPU/VRAM, send it back to the CPU/RAM add bevel, GN, or whatsoever and send that back to the GPU for final display… This would completely ruin the benefit of GPU subdivs…
If that’s really important just disable GPU subdiv in prefs, unless you do animation it’s not going to be super beneficial… At least it’s worth testing your scene’s performance with and without.
When I checked recently I gaves me 1 or 2 fps … But the performances varies depending on the case and the subdiv level…
An empty GN is also a good way to bypass the GPU subdiv but if you end up adding that to all your objects, then just disable it in prefs
I get the benefits of GPU subdiv, but the problem for me is that I’m modelling stuff for CNC machining and moulding, and so I need to know the dimensions with subdivision applied.
I’d prefer not have to fiddle about adding extra modifiers just to get them.
Yeah then it probably completely make sense to disable GPU subdiv in preferences and I don’t think you’ll really feel the difference except that the numbers will be correct