Can anyone confirm this?
On 432.3, I can subdivide a single sprite to a 256x256 mesh with no errors or performance loss.
On 435, I can only go up to 64x64. Anything above that hangs the preview once it gets to the setting Mesh Rows/Cols step.
Console shows:
Uncaught (in promise) OperationError: Failed to execute 'writeBuffer' on 'GPUQueue': Number of bytes to write is too large
Exception in 'runtime' handler 'window-resize': OperationError: Failed to execute 'writeBuffer' on 'GPUQueue': Number of bytes to write is too large
Uncaught OperationError: Failed to execute 'writeBuffer' on 'GPUQueue': Number of bytes to write is too large