Pixar releases OpenSubdiv
http://graphics.pixar.com/opensubdiv
"Maya and Pixars Presto animation system can take 100ms to subdivide a character of 30,000 polygons to the second level of subdivision (500,000 polygons). By doing the same thing in 3ms OpenSubdiv allows the user to see the smooth, accurate limit surface at all times."
Replies
You mean in regard to the edge creasing? You can do the same in Houdini fwiw.
You can do subdiv edge creasing in maya and max too. Maya has had it for over ten years now...
http://www.square-enix.com/jp/info/library/dldata/Graphics_Engineer/Graphics_Engineer.pdf
The edge creasing works differently with PSubs than normal subdivs though.
One is app incompatibility, the other is that your settings would be lost each time you export/import an object. Just think about how many times that happens during an asset's lifetime; for example how many people actually UV highres subdiv models in Maya?
If it could be made to work, it'd be a great time saver though, the same way Mental Ray's RoundCorners post effect is.
here is an example
Mudbox 2013 has this functionality as well. If you send with fbx the creasing is preserved when you subdivide.