I will definitively do a test with one subdivision when I find out how to exactly apply the hd morphs on a subdivided mesh. Supposedly it is achievable with the latest diffeomorphic update (it can now even import muscle flexions), but I don’t know yet how to extract the hd morphs.
As for the tricount it will not only double but jump from <32k to <131k, that’s for sure.
It’s ok for one main char, but not for a full scene with multiple chars, so I’d like to prevent using subdivided chars, because it has only a minimal advantage over the standard char mesh, which is almost perfectly optimized already.
I’ve reported the bug already a week ago but if we know more about the “why” of the issue, we could provide Epic with more details…