Apple has put a touchscreen on a Mac for the first time. On October 28 the company announced the MacBook Pro with PROLED XDR Display, a 14-inch and 16-inch laptop that pairs a tandem OLED panel with a touch sensor built into the display itself. US prices start at $2,899 for the 14-inch model and $3,399 for the 16-inch, both with the M5 Pro chip.
According to Apple's press release, pre-orders opened on October 28 in 30 countries and regions, including the US, and the machines start arriving with customers and in stores on Friday, November 6.
What touch actually does on macOS
The interesting part is how Apple has fitted touch into an operating system built around a pointer. Apple says macOS automatically translates touches into clicks, which is why many existing apps work with touch on day one without an update. A tap lands where a click would. On top of that, macOS 27 adds touch gestures: swipe to scroll a webpage, pinch to zoom a photo, drag slides between presentations, double-tap a window to fill the screen, or flick it to tile it into place.
Apple also stresses that the touch sensor is built into the display panel rather than layered on top, which it says reduces latency. Two hardware changes follow from people now pushing on the screen. A redesigned hinge is meant to keep the display steadier under a finger, and video stabilization smooths the camera feed when you touch the screen during a video call.
For developers, Apple says updated system gesture APIs let apps go beyond click translation. Apple Developer News opened a "Touch on Mac" programme the same day, with new developer videos, Group Labs sign-ups and articles to help apps prepare. Apple names third-party apps it says will take advantage of touch, including Blender, DaVinci Resolve, Adobe Lightroom, Notion and Microsoft's Office apps. In its own apps, Logic Pro gains an onscreen Multi-Touch keyboard and Final Cut Pro lets editors pinch to zoom on a cut.
The display, the chips and the rest of the spec
The panel is the other headline. Apple quotes up to 2000 nits peak brightness for both HDR and SDR content, a 10,000,000:1 contrast ratio, and ProMotion refresh rates from 10Hz up to 120Hz. It covers P3 and Adobe RGB and, according to Apple, more than 80 percent of Rec. 2020, with a nano-texture glass option. The notch is gone: a Dynamic Island now sits at the top of the screen and houses Spotlight, Live Activities and Siri AI.
Inside are M5 Pro or M5 Max, with up to 128GB of unified memory and up to 16TB of storage. MacRumors notes these are the same chip families as the MacBook Pro models from March, paired with a redesigned thermal system that Apple says directs warm air away from the display. Apple quotes up to 24 hours of battery life and fast charging to 50 percent in 30 minutes.
Both models are lighter and thinner. The 14-inch weighs 3 pounds, half a pound less than before, and the 16-inch weighs 4 pounds, 0.7 pounds less. Slimmer borders make the screens 14.2 and 16.3 inches. Ports stay generous: three Thunderbolt 5, HDMI, an SDXC slot, MagSafe and a headphone jack, plus Wi-Fi 7 and Bluetooth 6. The M5 Pro drives up to three external displays and the M5 Max up to four.
For anyone hoping to play games on one, Apple's release makes no specific game performance claims. It says the GPUs have a third-generation ray-tracing engine and that Dynamic Caching, which manages on-chip memory, raises GPU utilization for apps like Blender and Unreal Engine "along with AAA games". That is a description of the architecture, not a benchmark. The 120Hz variable refresh panel is the more concrete benefit for games that already run well on Apple silicon.
Where it sits in the line-up
This is the expensive end of the range. The M5 Max configurations start at $4,499 for the 14-inch and $4,799 for the 16-inch. One day earlier, Apple announced a 14-inch MacBook Pro with the new M6 chip without touch or an OLED display. According to MacRumors, Apple is selling the OLED models alongside both the existing mini-LED MacBook Pro and the new M6 model, so touch is an option at the top of the range, not a replacement for it.
What comes next is straightforward: deliveries from November 6, and the first look at how many apps go beyond tap-as-click once developers have worked through Apple's new touch guidance.
Cole's take: The design choice I'd watch is the click translation. It makes touch useful from the first day, but a tap is a blunt replacement for a precise pointer, and how well this works will depend on how many developers adopt the new gesture APIs rather than leaving it to the fallback.
Reporting notes
