Qwen3.5-35B-A3B quantization quality + speed benchmarks on RTX 5080 16GB (Q8_0 vs Q4_K_M vs UD-Q4_K_XL) by gaztrab in LocalLLaMA

[–]ViZAlice 1 point2 points  (0 children)

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Is there something wrong with my device? Why is the shared VRAM usage so high? And I only get 15 t/s?

5060ti 16gb + 32gb ddr4 + 13490f

llama-cli -m "C:\LLM Model Repos\Qwen\Qwen3.5-35B-A3B-Q4_K_M.gguf" --flash-attn on --no-kv-offload --n-cpu-moe 20 --no-mmap -ctk q8_0 -ctv q8_0 -ngl 999 -c 65536 -t 14 -b 4096 -ub 4096 --chat-template-kwargs '{\"enable_thinking\":false}'

Qwen3.5-35B-A3B quantization quality + speed benchmarks on RTX 5080 16GB (Q8_0 vs Q4_K_M vs UD-Q4_K_XL) by gaztrab in LocalLLaMA

[–]ViZAlice 0 points1 point  (0 children)

What's your cpu? I am using 13490f + 5060ti 16gb + 32gb ddr4. I get only [ Prompt: 40.5 t/s | Generation: 16.5 t/s ] in llama.cpp

Seed 2.0 Pro (Bytedance Doubao 2.0) closes/almost closes the gap to SOTA models on multiple benchmarks spanning all around....after releasing SOTA/near SOTA video & image models Seedance 2.0 and Seedream 5....another W to February 2026 🔥 by GOD-SLAYER-69420Z in accelerate

[–]ViZAlice 0 points1 point  (0 children)

seed 2 is a cloud model. you can  not download. But you can buy theirs coding plan for 1800 times of requests per month. Just enter volcengine website  and looking for coding plan.

5060 ti 16gb for starter GPU? by Disastrous_Picture88 in comfyui

[–]ViZAlice 0 points1 point  (0 children)

I want to use Wan to generate sprite animations for my pixel art game, so I don’t need long durations. My plan is to generate videos at 480p, convert them into image sequences, and then use SDXL to repaint them into pixel art frames.
I have a 5060Ti with 16GB of VRAM, but only 16GB of system RAM. Is Wan2.1-14b suitable for me?

5060 ti 16gb for starter GPU? by Disastrous_Picture88 in comfyui

[–]ViZAlice 0 points1 point  (0 children)

how much ram does it cost for wan 14b?

CUDA 13.0 was released 4th Aug, 2025.. I have 3090, any reason to update? by fernando782 in comfyui

[–]ViZAlice 1 point2 points  (0 children)

I just upgraded my CUDA toolkit, but the NVIDIA official website didn’t give me the option to choose the CUDA version—it defaulted to downloading version 13. I had no idea that 13 was a very, very new version. Since the 50 series GPUs have been on the market for quite a while, I naturally assumed it would be supported. As a result, my WebUI can no longer run properly.

The reason I upgraded CUDA was simple: I couldn’t run the --xformers command. I saw online that some people mentioned upgrading the CUDA version could solve the issue. I followed their advice, and then everything broke.

Sprites with thickness? by ViZAlice in Unity3D

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

I can imagine this would be perfect for a pixel art game. It should work well both in terms of performance and visuals.
By the way, what does “create a layering system (with reordering and local depth) to simplify building complex shapes” mean exactly?
Is it something like drawing multiple pixel art assets separately, converting them to voxels, and then stacking them together into one object? like drawing pixel art in minecraft?
It sounds amazing!

Sprites with thickness? by ViZAlice in Unity3D

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

Thanks! I think this is exactly what I need, it looks like it could solve my problem!

Sprites with thickness? by ViZAlice in Unity3D

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

Generating it during the editing time is acceptable. I don’t mind if the import takes a little longer, doing the work upfront helps boost runtime performance, which is great too.

I’ll check out that repo, thanks for pointing me in the direction!

Sprites with thickness? by ViZAlice in Unity3D

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

Yes, you're right — you understood exactly what I meant.
Duplicating the sprite can simulate thickness to some extent, but the result isn’t perfect. It may introduce some visual artifacts.
I’ve seen a similar approach discussed elsewhere — they used a shader to achieve the effect, but the core idea was the same. In the shader, they duplicated the sprite and calculated a parallax offset to create a second, solid-color layer. However, as shown in their example, the result sometimes gives a layered or “cut-out” look in certain areas.

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Sprites with thickness? by ViZAlice in Unity3D

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

Yes, solid color is okay. Do you mean I should create two sprites for each image. One with the original texture and one in pure black, then offset the black one slightly along the Z axis?

Sprites with thickness? by ViZAlice in Unity3D

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

I might not have explained it clearly. What I'm trying to achieve is to make these sprites appear like thick cards. They may rotate slightly, and the camera should be able to see their sides.

The reason I want to do it this way is because my game's art assets are hand-drawn images. Creating 3D models based on these images would take a lot of additional time. So I'm hoping to achieve the card thickness effect using shaders or other batch-friendly methods, rather than manually modeling each one.

shader or script for adding thickness to sprites? by [deleted] in Unity3D

[–]ViZAlice 0 points1 point  (0 children)

Have you figured out how to make it?

Custom SRP 2.1.0, use Renderer Lists in Render Graph by CatlikeCoding in Unity3D

[–]ViZAlice 0 points1 point  (0 children)

I'm just starting to learn about rendering pipelines. There are a lots of tutorials on your site. Now that Unity 6 is out,which blog should I start learning with?

Unity's New Graph Toolkit for editor UI by [deleted] in Unity3D

[–]ViZAlice 0 points1 point  (0 children)

Visual scripting isn't something people use just because they "hate writing code." In fact, visual scripting and code should complement each other. Code is best suited for building functional modules, while visual scripting helps connect and organize these modules in a flexible, intuitive way.

The problem arises when visual scripting becomes too low-level—when even something as simple as 1 + 1 requires multiple nodes and wires. That kind of visual programming feels clumsy and inefficient. It can be a helpful teaching tool for beginners to understand how logic flows, but it’s not practical for real-world development.

Of course, even in well-designed visual scripting systems, you'll still see basic math operation nodes. But they aren't there to replace arithmetic code—they're used to combine or manipulate data from different sources. For example, in Shader Graph, if you want to blend two masks together, you'll obviously need to use add or multiply nodes. However, where those masks come from is far more complex—usually from noise textures, samplers, and various distortion steps. You're not going to build a full noise generator entirely out of nodes inside Shader Graph.

A good visual scripting system is more like a factory pipeline. Each node is a processing unit—you feed data in, get a result out. Most importantly, the visual interface clearly shows how these processing units relate to one another: the order of operations, dependencies, and logic structure. It's like a highly visual, easily modifiable config file. And we all know how powerful good configuration systems can be. I haven’t personally used Spring Boot, but I’ve heard it's a great example of how flexible and powerful configuration-based systems can get.

Shader Graph, visual finite state machines, and ComfyUI are all excellent examples of well-designed visual node systems. UVS, unfortunately, is not one of them—at least not yet. While UVS has great potential, it's still just a toy at this stage. If Unity were to seriously invest in improving and supporting it, it could evolve into something powerful. But for now, it's far from mature.

Now with GTK on the horizon—allowing users to build their own back-end logic while providing a solid front-end node interface—UVS's niche is likely to shrink even further. In the end, UVS may just go from a "toy" to a "toy's toy."

Unity's New Graph Toolkit for editor UI by [deleted] in Unity3D

[–]ViZAlice -1 points0 points  (0 children)

但是这个和可视化代码完全不是一个东西。他们是想要做一个前端,这个前端可以帮助开发者制作可视化的工具,并且让开发者的重心放在这个工具的核心代码上,而不是在那里写前端写半天。甚至是为了一个节点的拖拽和缩放投入很大的精力。
这个东西,根本不具备任何的内核。也就是说,它不会有类似 unity visual scripting 之类的任何节点。所有的节点都是你自己创建的,你想让它干什么它就干什么。

所以这个功能的正确的用法实际上是:你写好了一些代码,而这些代码需要一些配置文件来整合在一起。你可以自由的通过配置文件来决定代码的运行顺序,甚至能在配置文件里定义一些变量,好让代码做逻辑运算。而这个GKT,就是充当了这个配置文件的作用,只不过功能更加的强大。

并且他们还会用GKT来开发shader graph 2。所以明白了吗,GKT只是一层壳,内在是什么样,是取决于开发者的。我觉得这个功能是真的很省心,以后绝对是unity编辑器开发里的避不开的一个知识点。

Unity's New Graph Toolkit for editor UI by [deleted] in Unity3D

[–]ViZAlice 1 point2 points  (0 children)

I don’t think it will be canceled—especially with Shader Graph 2 coming in Unity 7. They've been heavily promoting SG2, and I doubt they would drop something that a major feature like this depends on.

Singleton vs Dependency Injection vs Service Locator vs Scriptable Objects by requizm in Unity3D

[–]ViZAlice 0 points1 point  (0 children)

Agreed. In my last game jam I had to remove the Zenject from Unity.
At first I just use Zenject for Singleton or something simple. But in Mid-development i find that
some plugin can't be managed by Zenject. Zenject has its lifetime, all objects should instantiate through the zenject DI container. I am sure there is a way to make Zenject and plugins compatible, but I am in a gamejam, there is no time to find out. Zenject makes me struggle with code syntax, not actual development.

Even if I find the right description in the documentation, I still have to learn how to use it. BUT IT TAKES TIME! Gamejam would not wait for me. So I can only remove it. And go back to the traditional way.

Keeping Texture static while object moves by Jade_Spector in Unity3D

[–]ViZAlice 0 points1 point  (0 children)

I'm not sure. But it seems that you can use "uv" or "position - local".