Adobe Creative Cloud, 3D/VFX, virtual production, game development, and audio — five distinct buying committees that all run on the same workstation-class hardware, sized differently per lane.
Editing, color grading, compositing, encoding, decoding, and timeline scrubbing all lean on GPU acceleration differently — a workstation sized for one often stutters on another. Built for the full Adobe Creative Cloud post-production pipeline, not just the heaviest single task in it.
3D, VFX, and animation work spans individual artist iteration and render-farm throughput — two different infrastructure problems that still need to share pipelines and asset libraries. GPU infrastructure that scales from a single workstation to a render farm without changing toolchains.
ICVFX and virtual-production workflows live or die on frame synchronization — a dropped or late frame is visible on an LED volume in a way it never is in offline rendering. Real-time rendering infrastructure built to hold that sync.
Shader compilation, lighting bakes, and build iteration are the parts of game development that are invisible to players and expensive for studios — every minute a developer waits on a build is a minute not spent making the game better. Workstations and GPU servers sized for fast iteration, not just fast shipping builds.
Plugin-heavy, multi-track professional audio production is a latency problem before it's a throughput problem — a dropped buffer is audible in a way a dropped frame sometimes isn't. Low-latency workstations built for sustained, multi-track sessions.