[blog] Let's talk MacOS + TouchDesigner (Patreon)
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I'm the farthest from an Apple fanboy, but since my Lenovo Legion laptop died on me a couple of months ago (right before opening an event) I've been thinking of and researching on MacBook laptops.
For full disclosure I have Windows+NVIDIA machines (see my other blog post about the mini-ITX build) both at home and in our studio and I own an M1 Air that I use for writing code and testing my tools on that platform, to ensure Mac Patrons and users of my tools get the same experience as regular Windows users. I really grew to like that machine so I've pretty much made up my mind that my next portable would be a MacBook, but wanted to gather some more firsthand info.
So last night I put out a story on my Instagram where I asked about people's experiences with TouchDesigner on the Mac hardware. I was mainly interested in the M4 Max as that is what I have in my sights (yey tax deductible purchases), but a lot of different people responded so here's the short summary:
95% positive feedback in a short and sweet form:
Even M1 Max users and M3 Pro are happy and rarely run into limitations
Can run full power on battery for hours
Doesn't get burning hot
Doesn't get loud
Doesn't break your back
Breaks your bank just about the same as a high end Windows laptop
The only real negatives listed even among the positive ones were, with some longer elaboration:
Lack of Kinect support
Understandable, but the newer Orbbec devices ARE supported (except skeleton tracking which I personally rarely use, and Torin's YOLO plugin has us covered)
Lack of NVIDIA features
Flex + Flow: old news, we have POPs and amazing community tools that do those things better such as T3D, Mini UV and Sarv systems
Background removal: Torin's tools also pretty much covered that
Upscale: outside of upscaling StreamDiffusion I've never really used it
Unfortunately the local version is pretty lacking; having just talked to DotSimulate the latest 0.3.0 version has dropped support but he's working on it!
With the 0.3.0 version a remote service is integrated which you can run for pretty cheap afaik and with some extra niceties
I am not the most frequent user, so if I'll need it I can prototype on my Win machine and if I want to perform with it I can just use the remote service
Some GLSL not compiling
I believe this is getting less and less of an issue; recently Derivative employee Malcolm wrote something very interesting on a forum post:
"We were originally Windows only, and we slowly continue to work on making it more feature complete on macOS. The progression is certainly not fast, but the end result is that it’s becoming less Windows focused, not more. We try to add workflows that are macOS specific to match up with the Windows specific features."
I repeat: "...becoming less Windows focused, not more..." --- wonder what they really mean by that!
Concerns about community tool support
Most community tools are developed on Windows machines, so there's a real concern that MacOS is an afterthought. This has validity but in rare cases so it's not a buzzkill. As I wrote before I always test my stuff on both OS!
This is a personal negative, but Apple's release strategy: I hate how by the time you decide to buy one of their devices the next one is already close to being announced. Right now I'd love to wait for the M5 Max release and get that, but am planning on traveling and performing before it happens.
I'm now waiting for some Black Friday deals to pop up hopefully, and will let you know how it goes!
Let's keep the conversation running in the comments! What are your thoughts and experience with using MacOS for TD? Are you also fed up with Windows? Blow off some steam in the comments!
P.S.: The world would be better if everything was running Linux, was just sent this blog post how to get TD running :O https://www.claudiuscoenen.de/2024/09/touchdesigner-on-linux-using-bottles-and-wine/