First, sorry if this is the wrong place to post a suggestion, but I didn't find any other place on opensubdiv site to do it.
Second, I'm not a developer, so my suggestion is based on a idea that I have while I'm using Blender and "see a possible" performance improvement, that can reduce polygon count, what can increase overall performance in modeling, sculpting and reduce the amount of time in rendering. But again, I'm not a developer so technical information is not include.
The original post, with images:
ADAPTATIVE SUBDVISIONS
The concept of the ideia is create a first step subdvision that can ignore a ffew faces, loops and divide the rest to create a more evenly distributed subdivsion, in this way, it's possible to reduce the not necessary divisions in small areas for example, like finger joints, eyes, nostrils and etc.
It's much more clear on the link with images.
The same concept can be used further like control the number of divisions in a entire scene at once for things like GEOMETRY NODES in Blender or used like a hibrid tesselation method, sending the data from the application, like Blender or similar software to a game engine that can use the information to reduce the polygon count to the lowest level or increase it to highest.
I can't post images in here, so, please take a look in the link.