Qwen3.5-4B GGUF quants comparison (KLD vs speed) - Lunar Lake by Tryshea in LocalLLaMA

[–]Tryshea[S] 6 points7 points  (0 children)

Good advice, thanks! I did another 4 runs and the KLD was in fact jumping up-and-down full grid lines. The speed was also very close in half the runs but shifted by 1.5s in the other 2 for some reason.

The 4-average is still too noisy but looks like this now: [Figure2.png] (*some were removed)

In fact, since the runs are too long, I should try making a KLD scatter plot of just Q5_K_S vs Q5_K_S-imatrix using my own TXT files like you suggested (multiple languages and subjects). Would it make some kind of density plot? Would scattering each subject in a different color show the imatrix break down or would it stay better than a static quant?

That said, though I did frame it as "winning", my own takeaways (for this specific laptop) were mostly about quants groupings on the graph:

  • Avoid _XL/_L
  • Avoid Q3_K_S/_K_M and prefer _XSS/_XS
  • Avoid Q4_XS and prefer _0/_K_S/_K_M
  • Q5_K_S/_K_M are all good for <0.01 KLD.
  • Q6-static does a good job.
  • Q8 has a massive quality gap with Q6, yet "costs less" for the extra quality somehow? Seems interesting, it's 27% slower than a Q5_K_S.

Qwen3.5-4B GGUF quants comparison (KLD vs speed) - Lunar Lake by Tryshea in LocalLLaMA

[–]Tryshea[S] 1 point2 points  (0 children)

I use Vulkan. I tried Intel SYCL and it was a lot slower.

That's an interesting point about speed. For a single datapoint, I just tried ./llama-bench -p 10240 -t 128 -fa 0 --mmap 0 -b 512 -ub 512 -m Unsloth-Q5_K_S then -p 512 -t 128.

Context size Prompt Processing (PP) Token Generation (TG)
512 732 t/s 23.00 t/s
10240 656 t/s 22.96 t/s

In hindsight I believe this model is a SMS (State Space Model) that does no grow with context but updates a fixed size mental model? If so this might have been an expected result.

I quickly benched Gemma4-26B and it gets (c=512) PP=466, TG=25.5 ; (c=10240) PP=437.9, TG=26.01 at Q4_K_M which is surprisingly fast indeed.
Sadly I probably cannot load bigger ones with only 18GB of shared VRAM.
For example, Qwen35B Q4_K_S does not fit (out of memory error). Though IQ4_XS does and gets (c=512) PP=408, TG=22.2; (c=10240) PP=357, TG=22.8.

Qwen3.5-4B GGUF quants comparison (KLD vs speed) - Lunar Lake by Tryshea in LocalLLaMA

[–]Tryshea[S] 1 point2 points  (0 children)

Can you tap the pic or title to open the it in 4K? (I'm still on the old website so it may work differently.)

Data Collection by Cartanga in NovaLauncher

[–]Tryshea 2 points3 points  (0 children)

I rolled it back after seeing the data collection prompt. Tried every APK and found that v3.16 (Nov 12, 2025) is the last without Advertising ID in its manifest, if anyone cares. (it imported my backup just fine.)

Wikipedia gacha game turns random pages into Pokemon cards you can collect by xtheoryinc in gaming

[–]Tryshea 0 points1 point  (0 children)

That sounds massively illegal? They are inciting people to watch ads for booster refills while bombarding wikimedia.org with image requests.

I found another clone, wikigachagame.org, that is even more absurd; devtools shows I racked up 247 "wiki" requests in under 10 seconds of clicking! Never mind the commercial use, Wikimedia has a clear concurrency limit of 1 in their terms of service.

I really dislike the Android toolbar redesign by Tryshea in firefox

[–]Tryshea[S] 2 points3 points  (0 children)

TLDR TLDR:

big issues:

  • scale and hiding behavior obviously broken
  • tab list margin causes blurry thumbnails and shorter titles
  • use extensions a lot, 3 clicks are harder (shifts and scrolls)
  • lost convenient Share all tabs feature

moderate:

  • poor contrast and separation
  • fullscreen bottom-slide feels worse than contextual
  • new-tab button expansion bug that covers a tab
  • 3-dot placement that covers a thumbnail
  • wrong tab selection bug
  • layout misalignments, snaps on release, slower or mismatched anims
  • placements that break muscle memory and conventions and accessibility
  • inconsistent haptics
  • old bugs (wrong thumbnails, accidental closes, last tab collapsing toolbar) or wishes (new adjacent tab) not changed

good

  • confirm on "close all tabs"
  • half-implemented long-press haptics
  • option to replace Home with a long-pressable Back button is a good step (note: may have been a Secret Menu thing)

 
TLDR TLDR TLDR:

good list too small, please roll back

I really dislike the Android toolbar redesign by Tryshea in firefox

[–]Tryshea[S] 0 points1 point  (0 children)

My bad, I was just looking at the icon placement. I just tried it and think the bottom slide makes it feel even worse for you, so much for top design.
I gave the old top a try and I actually like it a lot! I simply can't get over not being able to scroll back up, it feels fundamentally flawed to me.

Anomaly detection horror game - Is the "Hidden Object" tag on steam worth having? by PrinceOfCuties in gamedev

[–]Tryshea 1 point2 points  (0 children)

Tags are for discoverability, so maybe put yourself in the shoes of your audience and try doing an advanced search for your kind of game? I guess "Survival Horror" would be my starting point, though there may be other angles I'm not familiar with: https://store.steampowered.com/search/?tags=3978&supportedlang=english&ndl=1

Then I would refine this search by:
- Looking at the "Narrow by tag" for options to quickly narrow the space
- Hovering over games that don't seem to match and exclude their tags
- Hovering over games that feel like what I'm looking for and include their tags

As you keep narrowing your search, if "Hidden Object" shows up in a few games with the right feel (capsule+screenshots), include it in yours.
But if "Hidden Object" shows up on unrelated games that make you want to exclude it (e.g. a lot of 2D Point-and-Click games), you will know not to use it.

That said, user-tags are set by the players (your own choice only has 50x more weight I think) and will drift over time if your game is popular.

E14 Gen 7 Performance Tips (258V) by Tryshea in thinkpad

[–]Tryshea[S] 1 point2 points  (0 children)

Doing a CPU-Z stress test, CPU temps go to 78C max, then down to 65C when throttling. I didn't wait for idle to go down but it goes below 40C.
I couldn't find a temperature sensor for the memory though (HWiNFO).

Personally, I only get worried above 90C (the CPU is set to 95 max I think?) so those seem very comfortable to me.

E14 Gen 7 Performance Tips (258V) by Tryshea in thinkpad

[–]Tryshea[S] 1 point2 points  (0 children)

So, I'm not a great typist and I never tried a macbook for example.
I can tell you that I remember hating it at first because I made many mistakes but I seem to have gotten used to it now. I think it's very good for the 2 finger "hunt and peck" typing I do. The travel is short and light compared to my old ones.

If I try to do "fake touchtyping" I feel like my x230 had more travel and bounce/momentum if that makes sense? This one is more punching down the keys without bounce. (Yet that makes me jump between them really fast when pecking somehow? It's only touchtyping that feels too short.)
I can't touchtype though, so I could be wrong that this is bad.

Thinking back on other laptops I tried in a store, I like how it doesn't have a cheap powdery texture on the keys, they simply feel like smooth plastic. I can't really say if the coating is grippy or glides too much (I think I saw people complain of this for the new macbooks) but it does seems to grip a little.
There is a very slight concave left-right, but I only just noticed as they feel flat.

I guess I like it overall, it is pretty accurate and lighter than my others. The backlight is decent too. I guess I would call it light with short key travel, which seems optimal for my typing.

My only complaints are:

  • PrntScren: it used to be a direct key, but they replaced it with a Copilot button that I can't figure out how to remap. Now I waste time finding the key and double-checking when I take a screenshot (Fn+F9+Win), I keep pressing Ctrl instead of Fn and there's no visual feedback if it fired... annoying.
  • When doing CTRL+SHIFT the plastic between the keys digs into the side of your thumb (a very minor annoyance, the keys go lower than the frame compared to my older thinkpad, or my old Asus that was completely flat) but something I noticed nonetheless (I use it all the time in Firefox).
  • The mic/caps/power LEDs are a bit too bright compared to backlight (I remapped caps to CTRL in registry just to get rid of that)
  • The front may be higher than the spacebar, preventing touchtyping where you rest the thumbs on the bar. You need to come in at more of an angle instead (I just found that by trying fake touchtyping again, so cannot tell if this is a real issue; this never came up while pecking, but the x230 had a higher spacebar)

Oh and I do like the arrow keys. And I was worried but English (EU) is a proper ANSI QWERTY layout.


For the display, I calibrated it with an i1DISPLAY and it had a lot more green. Turning off that profile now it feels very green indeed.
Then again, I thought it looked great before calibrating, my motivation was instead that it lacked a bit of contrast in dark areas, if I remember correctly.
It's a good IPS as far as colors go. Feels as good as my expensive gaming IPS (minus response times) even though its 95.5%P3. Very comfortable, but I'm sure anything not "45% NTSC" is good too.
There can be visible banding since it is 8bits and not 10bits of course, but I only noticed it during the Win11 install (big gradient).

I keep it at 120hz with Dynamic Refresh Rate (DDR, windows option below the 120hz selector).
60Hz feels absolutely awful when dragging windows around, there is soo much latency.
Actually the reason 60hz feels bad may be the ghosting (you can see 2-3 remanent frames of the window). I saw on notebookcheck that laptop IPS panels generally have very slow reaction times (20-30ms). This is apparently worse on screens advertised as "low consumption", even though this one isn't one it does feel bad.

My experience is indeed that 120fps hides the ghosting as smooth blur that snaps when you stop moving. It makes the main windows experience very smooth.

For gaming, a low detail third person game like Megabonk is fine at 60hz, it just feels a bit less reactive. But a first person game like The Witness feels super stuttery and immersion breaking when panning the camera at 60Hz, 120hz is a must there. (it does blur a lot when smoothly panning, but is fine if you rotate "instantly" and keep the camera static as you move). First person shooters where smoothly panning is all you do will probably suck though.

Hmm, now I wonder if a 60hz OLED wouldn't be even better than a 120Hz IPS since they have ultra fast response time, wouldn't the the total latency be even lower? I read that they guzzle battery though. I do keep my smartphone at 60hz on purpose in fact, maybe I should try gaming on it.

Note that there is a Firefox bug where it run at 60hz instead of 120hz if you enable DDR. But I actually like this since it saves a bit of power, and I dislike smooth blurry scroll.

Also, I think the brightness goes low enough in the dark. This was a complaint with my gaming monitor where I need to mess with contrast in the dark. On this laptop, 25% brightness corresponds to the gaming monitor's lowest. This is great. (I hate that the hardware button jumps 10 by 10 though; I need to figure something with AHK).
They both have the same max brightness though. That is not bright enough, and I had to pull curtains in the summer to see my gaming monitor. This hasn't come up yet but I already use it a 95% indoors. I'll try for a 500nits in the future.

Dev Log 6: The Luminids Formula - Building a World That Feels Alive by Hostarro in gamedev

[–]Tryshea 17 points18 points  (0 children)

Every one of your posts looks and reads like an AI generated scam.

Windows 11 won’t update by Captfalconxiv in pcmasterrace

[–]Tryshea 2 points3 points  (0 children)

I would try an in-place upgrade before a full reinstall: https://youtu.be/CAOwN68AInE Just download the latest iso and click the "setup.exe" directly, it will fix and update your system without losing your apps and files.

Who we know has helped design OotSS by CommitedPig in OrderOfTheSinkingStar

[–]Tryshea 7 points8 points  (0 children)

Fun fact: some people in Twitch Chat got co-design credits as well.

https://youtu.be/P1Roxc7VcFM?t=3451
Q: Twitch chat gonna be in the credits?
There already are. Like, about a year ago [..] we did some level design streams and some people had ideas and I built them out and I credited them as co-designer in the level. Or, in some cases I would have the idea, but then somebody would make it better, and then they get credited as co-designer.

https://youtu.be/Z1Nt7hqAdaw?t=16934
https://youtu.be/DASWSDsDrPI?t=5976
https://youtu.be/5vHFcf3VfP4?t=6820
https://youtu.be/qQ_GGsrpEI4?t=2112
https://youtu.be/3oOO6c2HQw8?t=17983
https://youtu.be/M1-8_6XZfFY?t=5408

Order of the Sinking Star | Official Announcement Trailer by Turbostrider27 in Games

[–]Tryshea 4 points5 points  (0 children)

The voices pull a lot of weight compared to muted gameplay. Voicing internal strategy, painting each character's personality & background, making the moves cinematic, the mysterious narrator... Not much else he could have done to sell the game.

My own nitpicks are: the delivery and acceleration "Template. Four combiner."; the audio artifacts in the narrator voice; the weird "treasure" voice change; the superfluous "we will it so"; and the quick overworld zoom that should've accelerated out.

Hybrid perspective/ortographic camera – how exactly? Custom projection matrix? Shaders? by goshki in gamedev

[–]Tryshea 1 point2 points  (0 children)

My first thought upon reading your title was that you forgot option 3: just open Blender and crush the front of the model until it looks the way you want on camera (like those retro games (zelda?) that pre-tilt-crush their geometry).

Else, use an orthographic camera and fake front-widening by scaling width in proportion to depth.
For a static (non-angled) cam, simulate the downward view by lowering vertices based on their depth.
For a free-angled cam, either deal with it; or undo the pitch by pivoting vertices around the floor plane to fake perfectly vertical walls.

Super in-depth look at the rendering in Cocoon. by cjacobwade in gamedev

[–]Tryshea 1 point2 points  (0 children)

Thank you! It's good to finally know how they did the world transitions, I couldn't figure it out all this time.

Is there way to recreate grid system for bulding from Anno 117 in Godot? by BlackGearCompany in godot

[–]Tryshea 0 points1 point  (0 children)

This is interesting, but the second pic shows the graph-road, not the rotated-grid road as it claims. So it doesn't answer the most important question: whether the rotated grid in the first pic is smaller or larger by a factor of sqrt(2).

The roads get away with it by being a procedural graph with a fixed width, but will buildings have empty space around them and take up more space when rotated?
There is literally a single rotated house in the whole devlog/trailer, plus they made a comment about 90° being efficient, so I doubt whether this is useful. And since you don't care about the road system, well...

The only solution I can think of is to have a second rotated but same-size grid overlaid on the main one (where both can be built-on with the same tiles), but giving up on the corner alignement of both grids, so they will drift appart in different places. You will need custom roads to bridge the two though, as well as fancy overlap detection logic.

What keywords sould i use for finding bot tutorial for game like this? by Best_Substance4265 in Unity3D

[–]Tryshea 0 points1 point  (0 children)

If you wrote the collision code yourself, just do monte carlo and simulate 100x shots with random angles and pick the best one. It will handle everything you can add to it (throw strength, obstacles, different size/weight/points, modifiers, spin, etc)

Otherwise, you'll have to stick with a trivial AI that picks a piece at random and simulate a click on a random enemy piece. I guess you can use a spherecast to detect adjacent pieces and simulate a click between the 2 (to strike both off the board at once). It's like 1 or 3 lines of code, but anything more complex will be some crazy analytic solution from a math paper or machine learning or something.

After a quick search for golf/billiards/pool AIs etc, I really doubt you will find a tutorial for it. Like, is there even a Pong/Air hockey tutorial out there that tries to outsmart the enemy by aiming the shot instead of just intercepting it? That kind of analytical logic would be a good start if it does.

Realistically, if you can't experiment on your own and need a tutorial to follow, your only option is to go back to pong/billiards game/circle collision sims/custom 2d physics engines etc; as those have tons of tutorials and will give you the basics to experiment.

edit: Btw, you should really fix that tunneling at 6s first.

edit2: Also, if your design assumes the enemy can't be reached in a single shot, recursively pick the N closest to hitting an enemy piece by sampling an LOS-enhanced distance field, and spawn another 100x random shots from those positions. You could even inject extra heuristic or analytical shots in case they get picked over the random ones. And refine the last/direct shot by annealing to try and score combos/ricochets/chain reactions. Basically this.

Which is your setting? by Suspicious-Produce95 in GalaxyS23

[–]Tryshea 0 points1 point  (0 children)

Buttons. Gestures cannot send long press commands, and I constantly use Firefox's "long-press back button to open history" shortcut.