![]() In order to use some advanced features, accelerate some operations or adhere to certain security constraints, some professional applications require workstation-class components: Nvidia A- or T-series or AMD W-series GPUs rather than their GeForce or Radeon equivalents, Intel Xeon or AMD Threadripper CPUs and ECC (error correction code) memory. ![]() The first decision you need to make is whether you'll need a workstation-class system or can get away with a normal laptop the latter is generally cheaper. That's an imperfect solution, though, since VMs tend to be fairly bad about being able to access the full capabilities of the GPU. If you need both and aren't seriously budget-constrained, consider buying a fully kitted-out MacBook Pro and running a Windows virtual machine on it. But a lot of software still doesn't have both Windows and MacOS versions, which means you have to pick the platform that supports any critical utilities or specific software packages. MacBook Pros now have native M1 processor support for most of the important applications, which includes software written to use Metal ( Apple's graphics application programming interface). Windows, because its color profile management seems like it hasn't changed since it originally launched in Windows NT, and MacOS because interface changes made in Monterey combined with ambiguity about supported calibrators, software and the new MacBook Pro screens has some folks gnashing their collective teeth. But performing display calibration on both platforms can feel like walking barefoot over broken glass. ![]() Windows' graphics programming interface has gotten a lot better over time, which allows for broader support and better performance in the applications. If what you're really wondering is whether the Mac is generally better than Windows for graphics, that hasn't been true for a while. ![]()
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