For relative comparison sure but isn’t it starting to become irrelevant these days? No Vulkan nor Raytracing nor Compute.
For relative comparison sure but isn’t it starting to become irrelevant these days? No Vulkan nor Raytracing nor Compute.
Best shot:
There was a self contained AppImage around once but it had bugs. Maybe finding it, upgrade the Wine/DXVK/VKD3D inside and try…
EDIT: Last known best compatible version is 2021. And from my recalling, it works best if installed on Windows and then moved on Linux (plus all the littered files it creates around Windows).
Thanks for this!
It doesn’t appear to be FLOSS, is it?
That’s because they imply DLSS 3.5 usage. Which isn’t too unfair but a bit misleading.
Alright, thanks for the info & additional pointers.
Well the thing with those “enabled EAC on Linux to see where it gets us” is it’s non-binding and non-commital. And it’s made explicitely that way so that support cannot be demanded from Linux users unlike Windows users who are explicitely mentioned in the systems supported by the game.
We legally don’t have any ground to be supported the same as Windows users.
That’s the problem with non official support. You’re basically in an unending beta-testing phase. Theres’ no easy solution here I’m afraid.
Ah thank you for the trove of information. What would be the best general knowledge model according to you?
This. It’s not easy or trivial but as a long term strategy, they should already plan investing efforts into consolidating something like Godot or another FOSS engine. They should play like you calm down an abuser you can’t just escape yet while planning their demise when the time has come.
Don’t be sorry, you’re being so helpful, thank you a lot.
I finally replicated your config:
localhost/koboldcpp:v1.43 --port 80 --threads 4 --contextsize 8192 --useclblas 0 0 --smartcontext --ropeconfig 1.0 32000 --stream "/app/models/mythomax-l2-kimiko-v2-13b.Q5_K_M.gguf"
And had satisfying results! The performance of LLaMA2 really is nice to have here as well.
Thanks a lot for your input. It’s a lot to stomach but very descriptive which is what I need.
I run this Koboldcpp in a container.
What I ended up doing and which was semi-working is:
--model "/app/models/mythomax-l2-13b.ggmlv3.q5_0.bin" --port 80 --stream --unbantokens --threads 8 --contextsize 4096 --useclblas 0 0
In the Kobboldcpp UI, I set max response token to 512 and switched to an Instruction/response model and kept prompting with “continue the writing”, with the MythoMax model.
But I’ll be re-checking your way of doing it because the SuperCOT model seemed less streamlined and more qualitative in its story writing.
The MythoMax looks nice but I’m using it in story mode and it seems to have problems progressing once it’s reached the max token, it appears stuck:
Generating (1 / 512 tokens)
(EOS token triggered!)
Time Taken - Processing:4.8s (9ms/T), Generation:0.0s (1ms/T), Total:4.8s (0.2T/s)
Output:
And then stops when I try to prompt it to continue the story.
I’ll try that Model. However, your option doesn’t work for me:
koboldcpp.py: error: argument model_param: not allowed with argument --model
Can confirm it’s the same on Proton / Linux. This game keeps being a joke on the technical side.
How can an AMD sponsored game that litteraly runs better on all AMD GPU vs their NVIDIA counterpart, doesn’t embark any tech that may unfavor AMD GPU can be less QA-ed on AMD GPUs because of market share?
This game IS better optimized on AMD. It has FSR2 enabled by default on all graphics presets. That particular take especially doesn’t work for this game.
If true, this is kind of explosive…
My bad. I think I confused this with the previous popular Unigine benchmarks.