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🚨 2.8 trillion parameters. Under 4GB VRAM. No quantization. An open source tool called AirLLM has changed how large language models run on consumer hardware. Instead of loading the entire model at once, it processes one layer at a time. This means your VRAM needs depend only on the...

40,529 次观看 • 4 天前 •via X (Twitter)

17 条评论

Brooks Whale X 🐋 的头像
Brooks Whale X 🐋4 天前

Repo:

Md Santo 的头像
Md Santo4 天前

great share

verdoyant 的头像
verdoyant4 天前

@HealthRanger

Holland Tech Marco 的头像
Holland Tech Marco4 天前

This is a very interesting development in the AI space.

Tanvir 的头像
Tanvir4 天前

Fantastic share

Safwan 的头像
Safwan4 天前

That's great

Luqman Ali 的头像
Luqman Ali4 天前

That's Excellent

Yasir Ai 的头像
Yasir Ai4 天前

Been looking for something that lets me run bigger models on my 16GB card without heavy quantization. Might test this.

Zayden Tech 的头像
Zayden Tech4 天前

Awesome share

Paul Sims 的头像
Paul Sims4 天前

Amazing Share

Arsène Lupin 的头像
Arsène Lupin4 天前

That's an excellent share.

Onil Coder 的头像
Onil Coder4 天前

I hadn’t thought about it this way before.

Aiden Tech 的头像
Aiden Tech4 天前

This is amazing share

Oliver Kane 的头像
Oliver Kane4 天前

The MoE part is the interesting bit. Most of the model never even touches VRAM. Still skeptical until I see real token speeds though.

Brooks Whale X 🐋 的头像
Brooks Whale X 🐋4 天前

MoE is the VRAM cheat code. Speed is the reality check: measured ~292 seconds per token on Kimi K3. Disk bandwidth is the new bottleneck.

Winston B. 的头像
Winston B.4 天前

The tradeoff it skips is speed, since every token streams the weights off disk while the GPU mostly waits. One AirLLM test on a 70B model clocked 292 s/token, which turns a 100-token answer into an 8-hour wait.

Brooks Whale X 🐋 的头像
Brooks Whale X 🐋4 天前

Thanks for noting the speed tradeoff. Sequential disk streaming keeps VRAM low but creates high latency, as seen in the 292 s/token result, making AirLLM suitable mainly for batch rather than interactive workloads.

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Harman

41,278 次观看 • 3 个月前

six months ago this wasn't happening on 8gb vram. running unsloth's Q4_K_XL quant of gemma 4 26b-a4b-it-qat, a sparse MoE model with only 4b active params on a single rtx 4060 laptop gpu, 8gb vram, 20+ tok/s decode. no cloud, no api, no offload hacks. just a gaming laptop on battery. what makes it fit: google's QAT (quantization aware training), plus MTP (multi token prediction) support in the latest llama.cpp builds. that combo is the single biggest unlock for local inference on low vram. rtx 3060, rtx 3070, gtx 1070, gtx 1080, rtx 4050, rtx 4060, rtx 5050, rtx 5060 — any 6-8gb consumer gpu, old or new — this model runs on it. world cup season, so i told it to build a soccer themed flappy bird clone. one shot, zero iteration, fully playable. six months ago an 8gb model could barely clone vanilla flappy bird. now it's shipping a themed game from a sparse MoE model running locally on a laptop battery. inference benchmarks: - decode throughput: 30 tok/s - context: 64k. this is the real unlock. 64k ctx is what makes a hermes agent loop viable locally on this model, not just single-turn chat. llama.cpp flags: -m gemma-4-26B-A4B-it-qat-UD-Q4_K_XL.gguf -c 64000 -cmoe --port 8080 game's deployed on my own site, built and shipped end to end with open source llm, zero closed source api dependency in the pipeline. link in the description. gguf weights on huggingface, link in the comments. pull it down, run it on whatever 8gb card is sitting in your rig. try the game and tell me your score and what you want in v2. local llms on consumer gpus stopped being a meme.

Alok

62,381 次观看 • 4 个月前