Floating platforms held in place by the artificial gravity. You are able to walk on these. Gravity turners will change your personal direction of gravity when you walk across them. Boxes can be picked up and moved to another location to help you overcome obstacles. Operating systems Windows 10 or later, macOS Catalina, Linux and Chrome OS: Chrome v8 engine version 7.2.502 or later. Deliberate distortion: dissonance mac os. Online version (web app): Chrome or Firefox are recommended on desktop computers, Safari for iOS, Chrome for Android. Desktop computers with 2 GB RAM and a CPU with 2.2 GHz.
To use an eGPU, a Mac with an Intel processor is required.
An eGPU can give your Mac additional graphics performance for professional apps, 3D gaming, VR content creation, and more.
eGPUs are supported by any Mac with an Intel processor and Thunderbolt 3 ports1 running macOS High Sierra 10.13.4 or later. Learn how to update the software on your Mac.
An eGPU lets you do all this on your Mac:
- Accelerate apps that use Metal, OpenGL, and OpenCL
- Connect additional external monitors and displays
- Use virtual reality headsets plugged into the eGPU
- Charge your MacBook Pro while using the eGPU
- Use an eGPU with your MacBook Pro while its built-in display is closed
- Connect an eGPU while a user is logged in
- Connect more than one eGPU using the multiple Thunderbolt 3 (USB-C) ports on your Mac2
- Use the menu bar item to safely disconnect the eGPU
- View the activity levels of built-in and external GPUs (Open Activity Monitor, then choose Window > GPU History.)
eGPU support in apps
eGPU support in macOS High Sierra 10.13.4 and later is designed to accelerate Metal, OpenGL, and OpenCL apps that benefit from a powerful eGPU. Not all apps support eGPU acceleration; check with the app's developer to learn more.3
In general, an eGPU can accelerate performance in these types of apps:
- Pro apps designed to utilize multiple GPUs
- 3D games, when an external monitor is attached directly to the eGPU
- VR apps, when the VR headset is attached directly to the eGPU
- Pro apps and 3D games that accelerate the built-in display of iMac, iMac Pro, MacBook Air, and MacBook Pro (This capability must be enabled by the app's developer.)
You can configure applications to use an eGPU with one of the following methods.
Use the Prefer External GPU option
Starting with macOS Mojave 10.14, you can turn on Prefer External GPU in a specific app's Get Info panel in the Finder. This option lets the eGPU accelerate apps on any display connected to the Mac—including displays built in to iMac, iMac Pro, MacBook Air, and MacBook Pro:
- Quit the app if it's open.
- Select the app in the Finder. Most apps are in your Applications folder. If you open the app from an alias or launcher, Control-click the app's icon and choose Show Original from the pop-up menu. Then select the original app.
- Press Command-I to show the app's info window.
- Select the checkbox next to Prefer External GPU.
- Open the app to use it with the eGPU.
You won't see this option if an eGPU isn't connected, if your Mac isn't running macOS Mojave or later, or if the app self-manages its GPU selection. Some apps, such as Final Cut Pro, directly choose which graphics processors are used and will ignore the Prefer External GPU checkbox.
Set an external eGPU-connected display as the primary display
If you have an external display connected to your eGPU, you can choose it as the primary display for all apps. Since apps default to the GPU associated with the primary display, this option works with a variety of apps:
- Quit any open apps that you want the eGPU to accelerate on the primary display.
- Choose Apple menu > System Preferences. Select Displays, then select the Arrangement tab.
- Drag the white menu bar to the box that represents the display that's attached to the eGPU.
- Open the apps that you want to use with the eGPU.
If you disconnect the eGPU, your Mac defaults back to the internal graphics processors that drives the built-in display. When the eGPU is re-attached, it automatically sets the external display as the primary display.
About macOS GPU drivers
Mac hardware and GPU software drivers have always been deeply integrated into the system. This design fuels the visually rich and graphical macOS experience as well as many deeper platform compute and graphics features. These include accelerating the user interface, providing support for advanced display features, rendering 3D graphics for pro software and games, processing photos and videos, driving powerful GPU compute features, and accelerating machine learning tasks. This deep integration also enables optimal battery life while providing for greater system performance and stability.
Apple develops, integrates, and supports macOS GPU drivers to ensure there are consistent GPU capabilities across all Mac products, including rich APIs like Metal, Core Animation, Core Image, and Core ML. In order to deliver the best possible customer experience, GPU drivers need to be engineered, integrated, tested, and delivered with each version of macOS. Aftermarket GPU drivers delivered by third parties are not compatible with macOS.
The GPU drivers delivered with macOS are also designed to enable a high quality, high performance experience when using an eGPU, as described in the list of recommended eGPU chassis and graphics card configurations below. Because of this deep system integration, only graphics cards that use the same GPU architecture as those built into Mac products are supported in macOS.
Supported eGPU configurations
Artificial Gravity Mac Os X
It's important to use an eGPU with a recommended graphics card and Thunderbolt 3 chassis. If you use an eGPU to also charge your MacBook Pro, the eGPU's chassis needs to provide enough power to run the graphics card and charge the computer. Check with the manufacturer of the chassis to find out if it provides enough power for your MacBook Pro.
Recommended graphics cards, along with chassis that can power them sufficiently, are listed below.
Thunderbolt 3 all-in-one eGPU products
These products contain a powerful built-in GPU and supply sufficient power to charge your MacBook Pro.
Recommended Thunderbolt 3 all-in-one eGPUs:
- Blackmagic eGPU and Blackmagic eGPU Pro4
- Gigabyte RX 580 Gaming Box4
- Sonnet Radeon RX 570 eGFX Breakaway Puck
- Sonnet Radeon RX 560 eGFX Breakaway Puck5
AMD Radeon RX 470, RX 480, RX 570, RX 580, and Radeon Pro WX 7100
These graphics cards are based on the AMD Polaris architecture. Recommended graphics cards include the Sapphire Pulse series and the AMD WX series.
Recommended Thunderbolt 3 chassis for these graphics cards:
- OWC Mercury Helios FX4
- PowerColor Devil Box
- Sapphire Gear Box
- Sonnet eGFX Breakaway Box 350W
- Sonnet eGFX Breakaway Box 550W4
- Sonnet eGFX Breakaway Box 650W4
- Razer Core X4
- PowerColor Game Station4
- HP Omen4
- Akitio Node6
AMD Radeon RX Vega 56
These graphics cards are based on the AMD Vega 56 architecture. Recommended graphics cards include the Sapphire Vega 56.
Artificial Gravity Mac Os X
Recommended Thunderbolt 3 chassis for these graphics cards:
- OWC Mercury Helios FX4
- PowerColor Devil Box
- Sonnet eGFX Breakaway Box 550W4
- Sonnet eGFX Breakaway Box 650W4
- Razer Core X4
- PowerColor Game Station4
AMD Radeon RX Vega 64, Vega Frontier Edition Air, and Radeon Pro WX 9100
These graphics cards are based on the AMD Vega 64 architecture. Recommended graphics cards include the Sapphire Vega 64, AMD Frontier Edition air-cooled, and AMD Radeon Pro WX 9100.
Recommended Thunderbolt 3 chassis for these graphics cards:
- Sonnet eGFX Breakaway Box 650W4
- Razer Core X4
AMD Radeon RX 5700, 5700 XT, and 5700 XT 50th Anniversary
If you've installed macOS Catalina 10.15.1 or later, you can use these graphics cards that are based on the AMD Navi RDNA architecture. Recommended graphics cards include the AMD Radeon RX 5700, AMD Radeon RX 5700 XT, and AMD Radeon RX 5700 XT 50th Anniversary.
Recommended Thunderbolt 3 chassis for these graphics cards:
- Sonnet eGFX Breakaway Box 650W4
- Razer Core X4
Learn more
- Learn how to choose your GPU in Final Cut Pro 10.4.7 or later.
- To ensure the best eGPU performance, use the Thunderbolt 3 cable that came with your eGPU or an Apple Thunderbolt 3 (USB-C) cable. Also make sure that the cable is connected directly to a Thunderbolt 3 port on your Mac, not daisy-chained through another Thunderbolt device or hub.
- If you have questions about Thunderbolt 3 chassis or graphics cards, or about third-party app support and compatibility, contact the hardware or software provider.
- Software developers can learn more about programming their apps to take advantage of macOS eGPU support.
1. If you have a Mac mini (2018) with FileVault turned on, make sure to connect your primary display directly to Mac mini during startup. After you log in and see the macOS Desktop, you can unplug the display from Mac mini and connect it to your eGPU.
2. If you're using a 13-inch MacBook Pro from 2016 or 2017, always plug eGPUs and other high-performance devices into the left-hand ports for maximum data throughput.
3. macOS High Sierra 10.13.4 and later don't support eGPUs in Windows using Boot Camp or when your Mac is in macOS Recovery or installing system updates.
4. These chassis provide at least 85 watts of charging power, making them ideal for use with 15-inch MacBook Pro models.
5. Playback of HDCP-protected content from iTunes and some streaming services is not supported on displays attached to Radeon 560-based eGPUs. You can play this content on the built-in display on MacBook Pro, MacBook Air, and iMac.
6. If you use Akitio Node with a Mac notebook, you might need to connect your Mac to its power adapter to ensure proper charging.
Heeding a suggestion from one of our readers, let's follow up on our discussion of artificial gravity. As we described last week, although the film Armageddon attempts to portray artificial gravity aboard a rotating space station, it does not take into account the fact that unless the radius of the station is very large compared to the height of a person, anyone on board will feel significantly different forces acting along the length of their bodies. The result: nausea, vomiting, dizziness, disorientation, and nothing similar to the sense of gravity as we experience it on Earth.
To contrast the slipshod action-adventure science that we are subjected to in Armageddon, we've included a clip from the sci-fi classic 2001: A Space Odyssey Mighty retro zero mac os. which, despite the relatively incomprehensible final 30 minutes, is not only a visually beautiful film but stunning in its efforts to incorporate some beautifully accurate physics into the action. It is worth mentioning that, aside from the occasional musical soundtrack, the film is one of the only 'space movies' I've ever seen that actually portrays the absence of sound in the vacuum of space. But today let's focus on that rotating space station.
The first thing we notice is that the space station is really big, and in the artificial gravity business, size does matter. The radius of the rotating station is large enough that any difference in rotation rate between the feet and head of an inhabitant will be negligible, and thus they will experience the sensation of gravity evenly throughout their bodies. It's no accident that the living areas (where we see all the windows) are on the outside rim. If you were to move along one of the spokes towards the center of the station (to make repairs, for example) then your centripetal acceleration would gradually decrease, along with your experience of artificial gravity. When you arrived at the center you would feel weightless.
We can see this expressed mathematically in the equation for centripetal acceleration:
ac = v2/r = ω2r
where v
is the tangential speed, and ω
is the angular speed of the rotating station. Because angular speed is the same everywhere along the radius, we can see from the right-hand term that as r
approaches zero so does the centripetal acceleration.
However, we want our ac
to be equal to g
-- the acceleration due to gravity on Earth (9.8 m/s2). Let's do a quick movie-physics calculation to estimate just how big the station might be. Because the scene is so long and visual, we have plenty of time to estimate the rotation period: about 60 seconds. This gives us an angular speed of ω
= 2π/t
= 0.01 radians/sec. We can then determine the radius necessary at this rate of spin to produce a centripetal acceleration of g
at the rim of the station. We get:
R = a/ω2 = (9.8m/s)/(0.01s)2
= 980 meters, which is about the length of ten football fields.
Congratulations to Stanley Kubrick and 2001 for the excellent, imaginative, and accurate demonstration of the principle of artificial gravity in the movies!
Adam Weiner is the author ofDon't Try This at Home! The Physics of Hollywood Movies.