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I gave Fable 5 one job: write custom WebGPU kernels for Gemma 4 inference. It climbed to 84 tok/s, then hit a wall, insisting further optimization was impossible. Hours later, Anthropic rolled back invisible LLM development safeguards, and it hit 255 tok/s. The next day, access to Fable 5...

1,163,660 görüntüleme • 1 ay önce •via X (Twitter)

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GPT-5.6 vs GPT-5.5 on my custom spaceship prompt. I gave both models the exact same custom prompt. This is also the same prompt I previously gave to Fable 5. For context, GPT-5.6 Pro worked for 87 minutes, while GPT-5.5 Extra High worked for 34 minutes and 42 seconds. As I’ve said before, based on great authority GPT-5.6 will be an incremental/soldi improvement over GPT-5.5, not a “Fable killer.” My rough expectation has been that it would trade blows with Fable 5 on some benchmarks, maybe win around half depending on the category, but not clearly surpass it overall. And again fable five will have bigger model smell, but this was expected. After testing this coding output, that view feels pretty accurate. GPT-5.6 is clearly better than GPT-5.5 in several visual areas. The lighting, shading, chairs, object details, and exterior of the spaceship looked noticeably stronger. The scene was also easier to test. I do want to give GPT-5.5 credit though. It built out the rooms much much better and the planets looked better than GPT-5.6’s. It was also interesting that both GPT-5.5 and GPT-5.6 produced better-looking planets than Fable 5 in this specific test. The downside with GPT-5.5 was stability. The game was much glitchier and harder to test compared to GPT-5.6. But when it comes to the core of the demo, which is the spaceship itself, Fable 5 still beat both models pretty comfortably. GPT-5.6 is impressive, but from this test, it looks exactly like what I expected which was a meaningful incremental improvement over GPT-5.5, at least for indie game demos, but not something that replaces Fable 5. In collaboration with Chetaslua

Chris

228,126 görüntüleme • 25 gün önce

dflash-mlx v0.1.7 is out. Big adaptive-runtime update, still focused mostly on Qwen3.6 27B 4-bit. @ 2048 tokens, M5 Max, stock mlx_lm baseline: ► 1024: 33.26 → 98.05 tok/s (x2.95) ► 2048: 32.34 → 90.67 tok/s (x2.81) ► 4096: 30.58 → 93.55 tok/s (x3.06) ► 8192: 26.03 → 79.12 tok/s (x3.04) ► 16384: 21.50 → 60.77 tok/s (x2.78) Main change: adaptive verify got a lot smarter. Instead of blindly trying to verify large 16-token blocks all the time, DFlash now watches acceptance + tokens/cycle + real cycle cost. When the draft gets weaker, it drops to smaller 4-token blocks, then probes back up only when the recent cycles make sense. In practice: less wasted verify work, better long-context behavior, and much more useful metrics to understand what is happening. ► retuned adaptive verify for long-context / agentic decode ► richer metrics: tokens/cycle, adaptive block state, CopySpec counters ► /metrics now has real decode avg + logical/real/restored prefill rates ► AIME25 benchmark suite with exact integer scoring ► Qwen thinking default now follows tokenizer/request behavior ► GDN recurrent exactness fixes I also started running AIME25-style long generations. Even around 45k generated tokens, I was still seeing ~40 tok/s on 27B 4-bit. Over the next few days I’ll share more demos: AIME runs, real OpenCode game/project sessions, and full metrics along the way. Still optimizing hard for 27B 4-bit first, while working on custom kernels per Apple GPU generation so more machines can benefit.

bstn 👁️

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