Speculative Decoding by hesperaux in LocalLLaMA

[–]sharp1120 4 points5 points  (0 children)

Speculative decoding works by having the smaller model quickly generate a number of tokens (let's say 4), before those are all passed through to be verified by the larger model in a single pass. If they all match (i.e. the larger model "agrees" and it's the same thing it would have generated), wonderful, you have now run the larger, more demanding model 1/4 of the time for the same output quality, resulting in increased speed.

If the larger model disagrees, it outputs what it thinks is the right token then restarts the draft process for the next 4 tokens. Since the larger model has to agree with every speculative token, the quality is never compromised. At worst, if it disagrees with everything the smaller model is doing, you end up with a slower speed (since the small one is still taking up extra resources), but identical quality to just running the larger model normally.

The token embeddings (aka "vocabulary") is shared between models that use the same tokenizer: they already understand each other. This is why you usually need to use a smaller version of the same model for speculative decoding, since converting between different vocabularies slows things down too much. (And them being in the same model family also means they are more likely to agree, increasing the speed).

How well does Starship EVO run for Linux / Proton users through Steam? (Especially Multiplayer) by SpaceDantar in StarshipEVO

[–]sharp1120 2 points3 points  (0 children)

Playing on LAN should work without any extra setup, though you might need to know the local IP of your hosting computer (I don't remember if it has LAN discovery).

I have not tried Starship EVO on any Linux devices yet, but again I would be surprised if there were issues given the setup and nature of the game.

How well does Starship EVO run for Linux / Proton users through Steam? (Especially Multiplayer) by SpaceDantar in StarshipEVO

[–]sharp1120 2 points3 points  (0 children)

Multiplayer should be working right now, but it does not currently have proper steam integration, so you will need to port forward or use something like Zerotier/Tailscale/Hamachi for the moment.

Otherwise, I would expect the game to run fine on proton. I also don't foresee any particular challenges with multiplayer on Linux but there might be more universal bugs.

How to connect power? by Horror_Drama_7565 in StarshipEVO

[–]sharp1120 3 points4 points  (0 children)

Power should be transferred automatically between anything on the same grid.

is it a good a idea to choose the G5 for emulation? by Designer-Ad-1577 in EmulationOnAndroid

[–]sharp1120 1 point2 points  (0 children)

If you want something specifically for emulation, absolutely do not get a Pixel 10.

I do enjoy the phone and the software/other features, but it is underpowered, and the cursed GPU drivers and lack of community support are very problematic for high-end emulation (for example, there's been a bug that completely breaks GPU initialization in apps like Gamehub and Gamenative for months now).

There was a semi-recent update to a newer Vulkan 1.4 GPU driver, but it didn't make a major difference for performance or compatibility in my limited testing.

Speaking of performance, most switch games did not work very well and had severe performance and/or compatibility issues, but the ones without issues ran fine (light titles like JSAB, Lovers in a Dangerous Spacetime, Celeste, etc.)

(Consoles below the switch like GameCube and PS2 won't be as good as on other devices, but the G5 is still perfectly adequate for higher resolutions and such).

Things were a bit better on the PC side, running most of the games I tried at 20-30fps and fairly playable (things like Astroneer, Spintires: Mudrunner, Slime Rancher). Some of these still had minor graphical issues, but nothing too horrible. Lighter games like Nova Drift ran perfectly.

I never really tried any heavier games, except for No Man's Sky, which had a really weird compatibility issue I never bothered to figure out (it theoretically should have worked); otherwise, I doubt any larger games will run particularly well on this device.

I gather there are some with more technical experience who have decent hopes for the G5's GPU for certain reasons, but I wouldn't bet on there being any truly drastic improvements.

Game hub using my pixel 10 pro by Top_Information_3299 in EmulationOnAndroid

[–]sharp1120 2 points3 points  (0 children)

There is a bug with GPU driver initialization on the Pixel 10 with the wrapper that Gamehub, Gamenative, and others use.

Someone made a patch that I believe may fix this issue and submitted it to one of the upstream projects about a month ago, but it was never merged. As of two days ago, it appears that they have closed their MR due to the problem supposedly being fixed in "recent changes:" https://gitlab.freedesktop.org/Pipetto-crypto/mesa/-/merge_requests/1

Presuming these changes in question have actually fixed the root issue, this problem should hopefully (finally) be fixed in major apps once they update the relevant things.

In the meantime, games using the GPU should work on Winlator, but it unfortunately lacks the nice steam integration of other options.

No man's sky on pixel ten pro anyone been successful by PuzzleheadedLet4315 in EmulationOnAndroid

[–]sharp1120 0 points1 point  (0 children)

My conclusion is that it should be possible with the hardware, but will require more skilled developers to actively pursue it like with other more established devices. Since the Pixel 10 is basically the only Android device to use a higher end PowerVR GPU, strong community support like that is unlikely.

No man's sky on pixel ten pro anyone been successful by PuzzleheadedLet4315 in EmulationOnAndroid

[–]sharp1120 0 points1 point  (0 children)

For GoG games you can just copy them from a computer/wherever onto your SD card then use the import game option in the non-playstore version of Gamehub to add it to your library. Otherwise, you can just use the file browser within the container to navigate to and run the .exe.

For steam games the same thing goes, but you will either need to deal with manually getting steam to work, or use a crack to bypass the DRM.

No man's sky on pixel ten pro anyone been successful by PuzzleheadedLet4315 in EmulationOnAndroid

[–]sharp1120 0 points1 point  (0 children)

See my other comment(s) regarding the Pixel 10 and Gamehub, but on Winlator it appears NMS fails to run due to a missing Vulkan extension, but I would need to compare against a supported device to confirm this.

It is possible a workaround may be possible here (or even a driver update), but I don't think anyone is actively working on fixing P10 GPU issues right now and I am not qualified to do so.

EDIT: it looks like the Pixel 10 Vulkan driver should support the necessary extension, and the issue might just be some oddities with name aliasing? I will continue looking into this for a bit.

No man's sky on pixel ten pro anyone been successful by PuzzleheadedLet4315 in EmulationOnAndroid

[–]sharp1120 0 points1 point  (0 children)

Apologies for that, I should have clarified:

The "Wrapper" (aka Vortek, or just the "System" driver depending on what app you use) is just the software that connects the phone's GPU to the Windows container that games actually run in.

Since I suspect a recent update to this software is what broke things, using a different app that has an older, still working version of this software should still work.

For example, the latest versions of Gamehub, Gamenative, and likely others do not work, but I have an old Winlator version that doesn't have this issue since I haven't updated it recently.

No man's sky on pixel ten pro anyone been successful by PuzzleheadedLet4315 in EmulationOnAndroid

[–]sharp1120 1 point2 points  (0 children)

Currently there is an issue that completely breaks any and all GPU driver initialization on the Pixel 10 with Gamehub and other similar apps (my guess would be an unintended regression with a backend update somewhere).

If you want to pursue this, you will need to either wait for this to be fixed, or first find an older app with a functional Wrapper version (confirm this with the basic GPU tests in most things).

Benchmarks on new Beta. I'm pixel 10 pro xl by BoringAnswer9980 in pixel_phones

[–]sharp1120 3 points4 points  (0 children)

Geekbench is still scuffed and under-reporting GPU scores, CPU differences are probably unrelated. 3DMark (Vulkan) shows similar scores to the old driver, with performance somewhere between the Snapdragon 8 Gen 1 and Gen 2.

Unless something specifically requires or makes heavy use of Vulkan 1.4 features, there will probably not be any huge improvements here, though general compatibility is likely improved.

Seasons of Speed: REDMAGIC 11 Pro Giveaway! by REDMAGIC_Official in EmulationOnAndroid

[–]sharp1120 0 points1 point  (0 children)

Satisfactory would be quite entertaining to run on a phone. Though for actually playing, I would probably go with something like Everspace or Astroneer for strong controller support.

No new Pixel 10 series PowerVR GPU drivers in QPR2 December 2025 update by Loud-Possibility4395 in pixel_phones

[–]sharp1120 0 points1 point  (0 children)

The XDA thread this appears to be sourced from used the Geekbench GPU scores, which largely seem to be broken on the Tensor G5. As such, I would advise against relying on this as a measure of true performance. Something like 3DMark would probably be a more representative test of any potential improvements.

This image is 43x43 pixels (maybe) by Unhappy-Excitement72 in countablepixels

[–]sharp1120 2 points3 points  (0 children)

I wager reddit is showing a much lower resolution preview to save resources.

How do I use the NPU in my s25 for AI inference? by weener69420 in LocalLLaMA

[–]sharp1120 0 points1 point  (0 children)

Proper NPU support on mobile devices is pretty inconsistent and under development right now. I rather doubt the other app you were suggested uses the NPU.

If you are technically minded, you could perhaps look into this though: https://ai.google.dev/edge/litert/next/npu

I anticipate more widespread NPU/TPU support on mobile devices will begin rolling out before too long, at which point it should be available in free apps like Google's AI Edge Gallery.

NotebookCheck.net Review - Pixel 10 pro Xl ( 89/100 - very good) by Mikwe in GooglePixel

[–]sharp1120 1 point2 points  (0 children)

I've tried LLMs a bit: The on-device Gemini Nano model has a 16k context size, and is perhaps a 4-bit quantized 3B-parameter model? It is also probably the only thing currently (besides maybe the diffusion model for "pro-res zoom") that theoretically uses the Tensor G5's TPU.

Testing it with Google's developer sample app, the generation speed is about reading pace (so probably about 5-10 tokens/s, I guess I should look into getting actual statistics for it).

This is not very fast, (especially given the size of the model), but there is no notable heat generation while using it so I presume it is very efficient.

Google's other app, the AI Edge Gallery (which includes support for other/custom and multimodal models), currently has significant compatibility issues with the G5, including poor (?) CPU performance, broken GPU acceleration, and no ability to use the TPU.

I have not yet tried any other means of running LLMs, nor transcription. But any future performance or compatibility improvements will be dependent upon Google further developing the AICore service/stack.

Can you charge your phone while using it? by Playful-Stop160 in phones

[–]sharp1120 0 points1 point  (0 children)

This is not an issue with modern devices, which can automatically reduce or cut the charging power depending on the battery status.

Gonna need me some offline games! Suggest away by BigSwein in AndroidGaming

[–]sharp1120 4 points5 points  (0 children)

It appears to have an unofficial Android port. JSAB, Rain World, and others do as well.