Last month we been rewriting the GPU subdivision code. Previous implementation used OpenSubdivs internal GPU code, which only supported OpenGL. The goal of the project was to connect OpenSubdiv to Blender’s GPU module so it can work similar on Metal, Vulkan and OpenGL.
Most work has been done and landed in Blender 4.5. Current state: OpenGL, Metal & Vulkan can use GPU based subdivision. Vulkan performance is still lacking due to other known performance bottlenecks. These are planned to be tackled later on in the release.
Download the latest daily build and start testing! Feedback on Metal and regressions are welcome!