MacBook Neo Blender Sculpting: Honest Polycount and Memory Performance Test
Can Apple’s cheapest laptop genuinely handle Sculpt Mode? Michael Bridges put the MacBook Neo through a full stress test to find out where it breaks, then compared it against two very different machines.
In this video I push the MacBook Neo from 200,000 to 12 million polygons in both Object Mode and Sculpt Mode, testing brush responsiveness, memory pressure, and dynamic topology along the way. At 6 million polys the memory pressure goes red, Blender starts swapping to disk, and eventually the process has to be killed. But dial it back to around 3 million and the experience is surprisingly smooth across draw, crease, snake hook, and smooth brushes.
The dynamic topology testing is particularly interesting. Dyntopo works well at manageable polycounts, adding finer detail as you zoom in, and the wireframe comparison shows clean polygon distribution. There are some quirks to be aware of (dyntopo resets when switching workspaces, for example), but overall the performance is solid within the 8GB memory envelope.
Where it gets really revealing is the comparison. I run the identical tests on an M1 Pro MacBook Pro with 16GB RAM and a desktop with 128GB and an RTX 5090. The M1 Pro actually felt slightly more sluggish at the same polycounts, likely due to the Neo’s newer single-core performance. And on the desktop, dynamic topology at 50 million polys consumed nearly 100GB of RAM, proving that this feature is a resource hog regardless of your hardware.
The takeaway: the MacBook Neo is a genuinely capable sculpting machine for anyone working under 3 million polygons. The bottleneck is RAM, not the CPU. For hobbyists, learners, or anyone wanting a portable sculpting setup, it delivers more than you’d expect.

That’s the thing, right?
How do I get more polygons into a single scene, like a program similar to Isotropix Clarise before it was killed off (I’m guessing because of Nanite in UE).
Link talking about VFX secret weapon
https://youtu.be/iiMvUTKjnGk?si=RosBGfOhm4IRE7r1&t=90
Polygon count has been a huge issue for years, so why not build a decimator straight into the camera that uses a similar system to depth of field?
Decimation Camera Tutorial
https://www.youtube.com/watch?v=Lc2KB8tIZaM