Until it was commented here the developers didn’t know that there was a performance problem and that it was, during editing, inferior even to the standard subdivision of 2.79.
Likewise, developers don’t have to understand the importance of a feature in workflows. Or sometimes they don’t calculate in the same way as the users who really use it. And of this we have seen hundreds of examples in the development of blender.
And since this task is in medium priority, I don’t think it is valued with the importance it has. Since any Hardsurfaces modeler or animator is extremely affected to the point that it is better to go back to 2.79 to use 2.8.
Yes, it can generate some noise these comments, but it is this noise that makes things work better.
I agree with Alberto, if we are highlighting this problem it is because we consider it a priority. We don’t have fun stressing the programmers.
Subdivisions are fundamental in modern software. In Maya I can view the real-time displacement of rigged characters in animation over 24 fps.
The very high subdivisions only slow down a little.
Not being able to use them in Blender playback with Armature and Shapekey is a serious problem.
I don’t understand why they don’t pass to high priority.
I hope that in version 2.82 the problem should be solved.
I hear you all. As said, everything is important, you probably should think of any task on developer.blender.org as being high priority. Priority assignments have several purposes, not only towards users. In the end the goals is to handle everything. But I’m sure you’ll understand that available resources put their own constraints on how tasks can be scheduled.
If tomorrow we lose the ability to select in blender there is no doubt that it would be immediate repaired. The subdivisions are 50% of the workflow. Luckily for me right now I’m not using subdivisions in my work these weeks, and the little I’ve needed I’ve solved them otherwise. The few times that I need to use it was like “what a pita”. And a video of the problem here in the forum.
I don’t know how to make you understand that this is more important. It is as if tomorrow comes blender2.81 without cycles, or without eevee, without being able to render…
No, it’s not something that “will be fixed”. It’s something that has to be fixed. A modeling program with unusable subdivisions can’t come out for 6-9 months while warnings are being fixed.
I can understand that some tech problems make impossible to dev solve it, because depends of other apis. But this must to work because people need it to obtain a salary.
@jesterKing: I might be wrong, but I don’t see a fast way to fix this, it’ partially out of hands and gpu support has dependencies that should be addressed first. Tweaking CPU performance might be a shortterm goal, but then we have 4fps and then someone is crazy enough to put the subdiv one level higher and we are back at 1 fps. Wouldn’t it be wise to temporarily revive the old subdivision system renamed as a separate “Legacy Subdivision Surface” Modifier until the new and technically superior solution catches up in terms of speed? Is that really much work to port to 2.8?
Will the problem of exaggerated subdivision slowness be solved in 2.82?
Subdivisions are unusable on animated characters, for an animation software it is embarrassing. I hope that the right priority is given, in 2.7x it had been resolved.
Agree, i remember when opensubdiv replaced the old code in the 2.8 branch and we were promised the old performance back and improvements like vertex crease in addition to edges. Faster and gpu accelerated open-subdiv … but nothing has changed in subdiv speed since then , it’s so slow compare to even pre-2.8 and it’s been a year or so already.
Here is a change log from 2.8 release : https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Modeling#Subdivision_Surfaces_and_Multires
"Note however there are still some missing features and performance problems in the new implementation. Particularly animation playback and moving of vertices in edit mode will be improved before the final 2.80 release, to bring it back to 2.7x level.
Further optimizations and features to be added later in the 2.8 series:
GPU accelerated subdivision (as existed in Blender 2.7x with the Use OpenSubdiv option)
Vertex creases support (to mark vertices as sharp or semi-sharp).
Better interoperability with other software, by supporting options for UV and boundary interpolation. "
None of this happened.
subdiv is such a huge part of any dcc i don’t know how the devs keep ignoring it