It didn't had any quality loss, since the PSNT as quantization it's mainly to convert the model over the console constraints (you can convert any model you want, even when i trained a model for this hw); it's q8 quantization, so quality loss is negligible for these sizes. For the speed, I will fix the Tok/sec count since now drops 0 always for showing measures
PS: Thank you! And forgot to mention PSNT also supports bitnet models, they work like crap tho
Thats super helpful, thanks for the details. Makes sense now that PSNT is more of a transport/runtime format for the PS2 constraints than a quality hack.
Very cool that it supports bitnet too even if results are rough right now, feels like theres a lot of room to tune there over time.
when you do fix tok/sec, are you planning to post per-stage timings too (tokenizer, weight stream, matmul, samppling)? would be awesome to see where the biggest bottleneck is on real hw
Actually is purely bandwidth-bound, the major bottleneck of the whole process, for me in this case, is the B450 mobo I got that's only capable of pcie3 and 1x8 in the pcie lanes for gpu instead of 1x16; so I'm capped until I get an X570 maybe. I should get around twice or triple the tok speed with that upgrade alone
I updated the documentation to provide more info for the patching process, I added the patches themselves too and provided some risk info about the patches
I did it, but with different quantization compressions, It ran into quality issues, I will try to rerun with the same quants if that fixes the issue, but the most that looks unused, its being used by rotating layers that are being swapped by the cpu from the ram itself, that manages to keep layers warm, ready to use while inferencing and discarding already used ones
The idea was basically to run a llm on a ps2, then I ran into some problems as the 32mb ram cap with 4mb vram cap; so I had to figure out a way to stream layers on the forward pass. Given that ps2 manages to give instructions directly to the vram that's capable of 32bit addresses, it gave an insane amount of tok/s, then I wondered if I could do the same on my puter
PS: Thank you! And forgot to mention PSNT also supports bitnet models, they work like crap tho
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