RTllama
- 2 Devlogs
- 20 Total hours
Built and validated a real native Vulkan RAYPAGE path on the RTX 5050. RT cores perform BVH traversal and page candidate pruning entirely on-device, with no CPU routing, readback, per-token BVH rebuild, or host synchronization.
What passed:
What failed:
New work:
Most promising directions:
Current conclusion: RT pruning works; arbitrary sparse FFN execution is the failure.
Audited Qwen3-Coder-30B-A3B. Direct conversion was rejected: its experts need about 54 GiB in BF16, while the artifact limit is 7.2 GiB.
Built the MIRAGE-7B budget solver and preserved all capture, replay, training, Vulkan, CUDA, and benchmark work.
Built a real 97M prototype with attention, RoPE, KV cache, shared experts, hard routing, and text generation.
Training, checkpointing, routing, and tiny-set memorization worked. File/repository splits and exact/near-duplicate checks were added, but generalization is unproven.
The 15,000-step run stayed finite and passed checkpoint round-trip checks, but quality remained experimental.
Vectorized bundles were 13.82x faster in isolation. Native Vulkan ray tracing worked, but was 5.17x slower than software and rejected no candidates.- Added frozen search schemas, task/evidence graphs, replay, and untrusted-page handling. Started audited data builders and Qwen3-0.6B upcycling; learning and live web remain unfinished.