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Apple Mac Studio 2023 Review: Still the Creative Choice for Mac

There aren’t many changes to Apple’s midrange desktop. There didn’t need to be.

8.2

Apple Mac Studio 2023

Like

  • Fast and quiet
  • Relatively compact
  • HDMI 2.1

Don’t like

  • M2 Max model has two less Thunderbolt connections than the M2 Ultra

There isn’t a lot to say about the latest generation of the Mac Studio: From a «put it on your desk and use it» perspective, it feels almost exactly like the model that preceded it, with the expected generation-over-generation tweaks we see routinely in laptops and desktops.

In sum, it delivers up to about 20% better performance over the equivalent last-generation M1 chip because it has more CPU and GPU cores, and because of the updated Wi-Fi (from 6 to 6E) and Bluetooth 5.3, it has more stable and potentially much faster wireless. That, plus upgraded HDMI 2.1 — what Apple refers to as «enhanced» HDMI — are certainly important new features, they just don’t change the experience much.

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As much as I like the system — and I really do like it quite a lot — it’s a little hard to make a case for the M2 Max model. If you really need CPU and/or GPU power, you’re better off with an Ultra configuration at a not-cheap $4,399 ($3,999 if you lop a terabyte off the storage of our $3,199 test configuration). If you just want the CPU performance and are OK with a decent-ish GPU, the M2 Pro Mac Mini can be had for $1,000 less. 

Apple Mac Studio 2023

Price as reviewed $3,199, £3,299, AU$5,099
CPU 3.3GHz Apple M2 Max 12 cores (8P/4E), 16-core Neural
Memory 64GB LPDDR5 unified
Graphics Integrated 38 cores
Storage 2TB Apple SSD, SD card slot
Ports 6x USB-C (2x Thunderbolt 4), 2x USB-A, 1x HDMI 2.1, 3.5mm audio
Networking 10Gbps Ethernet, Wi-Fi 6E (802.11ax), Bluetooth 5.3
Operating system MacOS Ventura 13.4
Dimensions 3.7 x 7.7 x 7.7 in (9.5 x 19.7 x 19.7 cm)
Ship date June 2023

Many creative apps, notably photo editing, still tend to use CPU resources more than GPU, and the M2 Pro has the same Neural cores as the M2 Max. And, while the Max handles some basic high-res video editing, you can get away with the cheaper model for 4K, but will probably want to bump up for higher resolutions.  

Much also depends on what creative applications you’re using as well as how you’re using them. You’ll see a lot more custom MacOS optimization from, say, DaVinci Resolve than Premiere Pro, so throwing money at the Max over the Pro may not help you. And features that might theoretically benefit from more Neural cores (the Ultra has 2x the Max and below), may not perform the processing locally. For instance, the processing for Photoshop’s new Generative Fill takes place remotely, so your system doesn’t really have to do any heavy lifting.

The Pro also has the same encode/decode accelerators as the Max, while the Ultra has twice as many. And the Ultra configuration has two more Thunderbolt ports — its dual Max processor configuration means another Thunderbolt controller — which is important if you plan on using external drives for that. 

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Watch this: Mac Studio Gets an Upgrade With M2 Max and M2 Ultra Chips

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That doesn’t mean there isn’t a group of buyers for whom the M2 Max combination of solid CPU and GPU performance is just right for the money — it’s just easier and probably sufficient to go cheaper or necessary to go pricier.

The upgraded HDMI means it can handle a 4K monitor at a refresh rates of up to 240Hz. It does enable variable refresh rate for monitors that support it, and as with the MacBook Pro you don’t have much control over it; you enable it in MacOS and it’s out of your hands. 

Aside from gaming, where it’s key for avoiding artifacts caused by the disconnect between game frame rate and display screen update, one of the main reasons for VRR (ProMotion) is to save power on devices like the iPad and iPhone. That’s not a huge issue for a desktop, so unless you’re gaming you’re better off just setting it to a high but fixed rate and leave it. 

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The port layout is the same as it’s been since the system launched.

Lori Grunin/CNET

If you do plan on gaming, I’d wait for MacOS 14 Sonoma before committing. Depending on how many game developers take advantage of Apple’s DX11/DX12 emulation so you can run Windows games, and depending on how they perform, you may want to adjust your GPU requirements. At the moment, there aren’t many native Apple silicon games; most are mobile games running on top of Apple’s Rosetta emulator. You can run a virtual Windows machine like Parallels, but I’d probably vote Ultra for that.

Performance

Apple silicon’s performance remains remarkably consistent, in the sense that it’s more or less directly correlated with the number of cores (though that doesn’t mean it’s true for any specific application, because they’re too squidgy when it comes to producing generalizable results). 

The 38-core GPU in the Studio’s M2 Max delivers about 20% better Metal performance over the 32-core GPU in the M1 Max, almost entirely because of the increase in the number of cores. For a frame of reference, the 38-core performance puts it roughly comparable to an Nvidia GeForce RTX 4060 Ti, at least in one cross-platform benchmark (3D Mark Wild Life Extreme Unlimited), but there are a variety of metrics that simply aren’t reflected by that test. 

Read moreApple MacBook Air 15-Inch Review: Finally, Big for Less

Using it, though, we can extrapolate that the M2 Ultra’s 76-core version should provide a little less than twice that of the 38-core M2 Max and fall a little short of the RTX 4070 Ti. One interesting pattern that I see is that the more GPU cores there are the less you get out of each individual core within a given generation and about a 5% increase per core from M1 to M2.

As we’ve seen with the M1 generation, multicore CPU performance is almost identical for a given core configuration — in other words, the 12-core M2 Pro’s as fast as the 12-core M2 Max — and about 20% faster than the 10-core M1 Max. Because more cores. Single core speed is up by about 14%. For reference, the CPU performance seems about the same as an Intel Core i7-13700H.

I’ve only had a few days with the system, so I’m still sorting out the various performance nuances. I’m comfortable with the conclusions I’ve drawn thus far — it remains the excellent system it was when it debuted last year — but if necessary may update with more about this particular configuration for creative work and gaming.

Cinebench R23 CPU (multicore)

Apple MacBook Pro 14 (M1 Pro 10/16, 2021) 12,302Apple MacBook Pro 16 (M1 Max 12/32, 2021) 12,365Apple Mac Studio (M1 Max 10/32, 2022) 12,389Apple MacBook Pro 16 (M2 Pro 12/19, 2023) 14,803Apple Mac Mini (M2 Pro 12/19, 2023) 14,814Apple Mac Studio (M2 Max 12/38, 2023) 14,846
Note: Longer bars indicate better performance

Cinebench R23 CPU (single core)

Apple Mac Studio (M1 Max 10/32, 2022) 1,535Apple MacBook Pro 16 (M2 Pro 12/19, 2023) 1,646Apple Mac Mini (M2 Pro 12/19, 2023) 1,649Apple Mac Mini (M2 8/10, 2023) 1,650Apple Mac Studio (M2 Max 12/38, 2023) 1,749
Note: Longer bars indicate better performance

3DMark Wild Life Extreme Unlimited

Apple Mac Mini (M2 8/10, 2023) 6,925Apple MacBook Pro 14 (M1 Pro 10/16, 2021) 10,264Apple MacBook Pro 16 (M2 Pro 12/19, 2023) 12,989Apple Mac Mini (M2 Pro 12/19, 2023) 13,048Apple MacBook Pro 16 (M1 Max 12/32, 2021) 17,640Apple Mac Studio (M1 Max 10/32, 2022) 20,297Apple Mac Studio (M2 Max 12/38, 2023) 25,317
Note: Longer bars indicate better performance

Configurations

Apple Mac Mini (M2 Pro, 2023) MacOS Ventura 13.2; Apple M2 Pro (12-core CPU,19-core GPU); 16GB LPDDR5 RAM; 1TB SSD
Apple Mac Mini (M2, 2023) MacOS Ventura 13.2; Apple M2 (8 CPU cores, 10 GPU cores); 8GB LPDDR5 RAM; 256GB SSD
Apple Mac Studio (M1 Max, 2022) MacOS Monterey 12.3; Apple M1 Max (10 CPU cores, 32 GPU cores); 64GB RAM; 2TB SSD
Apple Mac Studio (M2 Max, 2023) MacOS Ventura 13.4; Apple M2 Max (12 CPU cores, 38 GPU cores); 64GB RAM; 2TB SSD
Apple MacBook Pro (14-inch, 2021) MacOS Monterey 12.4; Apple M1 Pro (10 CPU cores, 16 GPU cores); 32GB LPDDR5 RAM; 1TB SSD
Apple MacBook Pro (16-inch, 2021) MacOS Monterey 12.4; Apple M1 Max (12 CPU cores, 32 GPU cores); 32GB RAM; 512GB SSD
Apple MacBook Pro (16-inch, 2023) MacOS Ventura 13.2; Apple M2 Pro (12 CPU cores, 19 GPU cores); 32GB LPDDR5 RAM; 1TB SSD

Technologies

Here’s How a Former Overwatch Pro Made the Support Hero He Always Wanted

Scott «Custa» Kennedy used his experience as a former Overwatch League pro to design one of the game’s most popular heroes in Reign of Talon season 1.

Overwatch’s Reign of Talon season 1 is starting to wind down, and the biggest story has been the five new heroes who joined the roster. A lot of attention has understandably gone to Jetpack Cat, a hero once scrapped in the game’s early design, but resurrected on the cusp of the game’s 10th anniversary. She’s been the subject of bans and memery due to her unique kit that features permanent flight and the ability to fly any other hero through the air with her Lifeline ability.

But another support hero has quietly gone under the radar as one of the most-played characters in the new season: Mizuki.

Mizuki is a complex hero, similar on paper to support heroes Brigitte and Lucio, who mix damage with healing in the radius around them, but with his own unique mechanics. He has a constant healing aura around him, which grows more powerful as he deals damage with his weapon or uses other healing abilities. His main weapon is a projectile that bounces off surfaces. One of his abilities, Katashiro Return, offers a burst of movement, but also the ability to teleport back to your starting point within a few seconds.

That all adds up to a hero design that gives players lots of options but also requires you to carefully strategize to turn the tide of battle. Do you stay with your team to maximize the value of your healing aura? Or do you split from them for a higher-risk, higher-reward play? Do you use your Katashiro Return ability to flank behind an enemy team, or save it to disengage from an unexpected attack?

Despite spending most of my time in Overwatch playing support heroes, including Ana and Kiriko, I found Mizuki challenging early in the season, even as I watched enemy Mizukis pump out damage and secure clutch kills while constantly healing their teams. 

This «unlockable challenge» element was an intentional part of Mizuki’s design, as I was soon to learn from chatting with the hero’s creator, a former Overwatch eSports pro.

By and large, support players have embraced this challenge. An Overwatch spokesperson told me via email that «Mizuki is consistently in the top four for all support picks in Season 1, across every region.» He’s one of several elements powering a revival of the game, along with a new ongoing story, weekly faction missions and the promise of more new heroes every season. People have flocked back into the game since the start of Season 1, with its average player count on Steam more than doubling over the past month.

Mizuki’s design was led by Scott «Custa» Kennedy, a longtime presence in Overwatch’s professional scene as both a player and match analyst, and now an associate hero designer. I spoke with Scott at Blizzard’s spotlight event and also spoke with him and Mizuki’s character artist, Melissa Kelly, in early March to discuss how they created one of the game’s most popular heroes.

From professional player to associate designer

After a few years as a professional player and several more as an analyst and caster for the Overwatch League, Kennedy was looking for the next step in his career.

«Overwatch [had] been my life for, like, the last 10 years in many different facets,» he said, but as he reached retirement age in the esports realm, he wanted a change. He spoke with some of the Overwatch developers, including associate game director Alec Dawson, about what it would take to get into game development. 

After doing some QA work and hands-on game development («I made the world’s hardest 2D cat platformer in three days,» he said), Kennedy secured an associate hero designer opening for Overwatch, which was a perfect fit with his experience. 

When given the task of envisioning the game’s next healer, Kennedy said he didn’t want to make another support designed around «point-and-shoot» mechanics that healed teammates and hurt enemies, like Ana or Juno. 

«I wanted [Mizuki] to be more of an AoE healing aura-type hero because I think that’s something that’s been underrepresented in our heroes,» Kennedy said. Instead, he came up with the area-of-effect healing that’s similar to how Lucio and Brigitte heal, but with the added layer of that healing becoming more powerful the better you play in combat.

Managing that nuance was a learning experience for Kennedy.

«One of the biggest things that I learned is how complexity can be really cool on paper, but when you’re making a hero how quickly that snowballs into making a player overwhelmed,» Kennedy said. But he feels the team ultimately found a good balance, where inexperienced players can still contribute with him, while more experienced and skilled players can benefit even more.

Kelly added that Mizuki was a complicated hero on the design side, too. 

«One of the issues is that he was looking kind of like a [damage hero],» she said. «He looked very aggressive for a healer. So we were just trying to soften him up.» Kelly pointed out that Mizuki’s weapon is a mix of a priest’s staff and a sickle, which also blurs the lines a bit between support and damage heroes. 

That nuance seems to be a big part of Mizuki’s appeal. Even though I generally prefer the kind of «point-and-shoot» healing hero Kennedy said he wanted to avoid, I’ve found Mizuki to be one of the most interesting additions to the roster, especially among support heroes. His Binding Chain ability, which roots an enemy hit by the chain into place, rewards good aim and timely use, while his Healing Kasa and Katashiro Return abilities let my brain ponder over creative escapes and ambushes. 

When I play Mizuki, I’m always thinking while I fight, and I enjoy feeling that kind of active engagement with the game. 

Mizuki’s reception and prospects for pro play

Kennedy worried that players would be turned off by how complex the hero is — wondering, «Are players going to try him, not understand him and then be like… ‘I’m just gonna play the cat?'» (The cat, of course, is Jetpack Cat, who was released alongside Mizuki in season 1 and immediately became one of the most popular and most-banned heroes. She has a more intuitive, point-and-heal design, although her launch state also allows for particularly aggressive gameplay.)

Instead, Kennedy has enjoyed watching players stick with Mizuki and later post about how they’ve «unlocked» the hero by figuring out the formula to succeed with him. Kennedy said it’s rewarding to see players grasp his original concept for the hero as it plays out in-game. After that initial, somewhat disastrous first game I played, I started clicking with Mizuki, too.

Players still struggled with parts of Mizuki’s kit, and Kennedy noted some initial frustrations with «intentional design limitations» he and the team placed on the hero. Players seemed to want to use his Katashiro Return ability to go on aggressive flanks, but found it didn’t last long enough to successfully move behind enemy teams. That kind of larger repositioning would go against the design team’s vision for the hero, who is meant to stay near his team and use the ability to return to them quickly.

Now, Kennedy said, «players seem to understand the limitations of the hero, and that’s been cool to see.»

Mizuki has had a strong launch, and has been sitting around a 54% win rate in competitive modes since the start of the season. That’s quite high, ranking just behind last season’s top performer: the damage hero Vendetta. I asked Kennedy how he reads that data — whether Mizuki is overtuned or just a good fit among this season’s most-played heroes.

Kennedy said Mizuki was in a «pretty healthy» spot, but could get pulled down a bit in future seasons. «The numbers that he can put out in terms of healing and damage output are things that really put him above everyone else at this point. So it’s definitely something we’re keeping an eye on.»

But that power won’t necessarily translate to Mizuki being picked up in professional play, at least based on last month’s Overwatch Championship Series Bootcamp. Kennedy said the hero’s kit isn’t as good for staying alive and executing plays as heroes such as Lucio and Kiriko, who have long been must-picks in pro play. 

«I could see Mizuki getting more playtime in a world in which we start playing more rush metas [centered around tanks like Ramattra or Orisa],» he said, «but with how fast the game is being played at the highest level, it can be difficult for Mizuki to keep up.»

Kennedy brought up one of Overwatch’s biggest and most inevitable challenges over its decade-long tenure: balancing heroes for both the pro level and the rest of the game, and how the difficulty lies in the fact that certain resources — such as speed boosts, mobility and burst damage — are more valuable at the highest levels of coordinated play. The design team is always working to make sure heroes are never totally out of balance at either skill level, he said. 

That work has been on display since the launch of Season 1, with balance patches coming out virtually every week up through the midseason patch on March 10. Those updates mostly focused on the five new heroes but also included some changes to Vendetta, who continues to terrorize the game with a very strong win rate and the ability to cut someone down almost out of nowhere, leaving opponents very little time to react. 

Still, the season overall has been a win for the game, thanks largely to the influx of new heroes and the different playstyles they add to the game.

«[I’m] definitely a little overwhelmed with how positive everyone has been with Mizuki — and honestly, the five heroes in general,» Kennedy said. «I think the reception’s been awesome. We couldn’t have asked for anything better.»

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Amazon’s Spring Sale Just Added a Ton of Gaming Deals. Here Are Our Favorites, Expiring Soon

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Technologies

Today’s NYT Connections: Sports Edition Hints and Answers for March 30, #553

Here are hints and the answers for the NYT Connections: Sports Edition puzzle for March 30 No. 553.

Looking for the most recent regular Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle and Strands puzzles.


Today’s Connections: Sports Edition is a tough one. You’ll need to know a little about four very different sports in order to solve it. If you’re struggling with today’s puzzle, read on for hints and the answers.

Connections: Sports Edition is published by The Athletic, the subscription-based sports journalism site owned by The Times. It doesn’t appear in the NYT Games app, but it does in The Athletic’s own app. Or you can play it for free online.

Read more: NYT Connections: Sports Edition Puzzle Comes Out of Beta

Hints for today’s Connections: Sports Edition groups

Here are four hints for the groupings in today’s Connections: Sports Edition puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.

Yellow group hint: Make a racket.

Green group hint: Goooooal!

Blue group hint: Baseball stars.

Purple group hint: Toss the pigskin.

Answers for today’s Connections: Sports Edition groups

Yellow group: Tennis Grand Slams.

Green group: Premier League teams.

Blue group: Last four World Series MVPs.

Purple group: ____ football.

Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words

What are today’s Connections: Sports Edition answers?

The yellow words in today’s Connections

The theme is Tennis Grand Slams. The four answers are Australian, French, U.S., and Wimbledon.

The green words in today’s Connections

The theme is Premier League teams. The four answers are Chelsea, Leeds, Liverpool and Sunderland.

The blue words in today’s Connections

The theme is last four World Series MVPs. The four answers are Freeman, Peña, Seager and Yamamoto.

The purple words in today’s Connections

The theme is ____ football. The four answers are American, fantasy, flag and total.

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