![]() ![]() For the purposes of these programs, macOS has three different graphics APIs: OpenCL, CUDA, and Metal. Based on your background, I'll assume you understand the basic premise between APIs, but it's worth reviewing them in specific for macOS, since it in particular sits in a bit of a weird space when it comes to graphics APIs. Understanding what GPU is best for you requires understanding how GPUs interface with software. ![]() If you want a brief and very interesting (while slightly terrifying) look into the world of graphics, I highly recommend this post on the Dolphin Emulator blog on ubershaders. The world of GPUs, even compared to others in the industry, is a particularly messy one, and I make no pretense that I understand it all or even close to it. Second: I am by no means an expert when it comes to hardware-accelerated GPGPU. If it turns out that you're really doing one thing in particular, either come back here for more specific recommendations or contact the developer/a third party consultant who specializes in the tech for a specific recommendation. What I'm trying to do here is provide you with a general recommendation of what will probably be good given your (somewhat varied) workload. Unfortunately, spending more doesn't mean you'll be getting better performance, and outside of the very best Quadros, doesn't even guarantee the same level of performance. Things from what you're modeling, render settings, and even what format you're exporting to can influence what card works best for you massively. A GTX 1080/1080 Ti in a AORUS/Gigabyte Gaming Box/Sapphire GearBox/AKiTiO Node, on macOS High Sierra Prefaceįirst and foremost: what card is best for you will depend heavily on your specific workload, down to often even relatively small details. ![]()
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