Barely. ZBrush is often trottled out because they have built a graphics rendering kernel, for better or worse, on x86. Their model doesn't really track what GPUs have historically done so they effectively render on their own virtual GPU that follows their model (pixol/voxels).
You can see in some of the previous products the OpenGL requirements were pretty tame. Like OpenGL 2.0.
Given they are still 32-bit (
https://support.pixologic.com/index.php?/Knowledgebase/Article/View/66/0/is-zbrush-4r2-64-bit ) it has all the telltale signs there
"... The ZBrush render engine benefits from several core enhancements in version 4R2. Its kernel is now 32 BIT, producing more accurate renders and even more crisp images. ... "
http://pixologic.com/zbrush/features/zbrush4r2/rendering/
that they are couple to some significant bundle of x86 assembler and/or quirky optimizer code that basically puts a high amount of inertia on the core product.
Apple's glacial approach to OpenGL updates probably didn't help much either. That only encourages these kinds of "roll my own stack' kinds of solutions.