
Erik
1.1K posts



I'll be here when everyone realizes every LLM is converging to be the same. The "differences" most people see is just differences in the system prompt, app set up, and tools. I've built enough tools and swapped out models to know that models don't really have personalities.








Few know this, but I (George) was the only person in history to get a perfect score in CMU compilers, which is likely the best compilers course in the world. Combine that with crazy low level knowledge of hardware from 10 years of hacking. Then add a team of people who are talented enough to push back on my dumb ideas and clean up the implementations of the good ones. The team who keeps this whole operation running, software, infrastructure, and product. I love how there's no hype in deep learning compilers. It was one of the most annoying things about self driving cars, all the noobs who burned through billions on crap that was obviously dumb, and the companies who deserved to go bankrupt years ago if not for government bailouts (Tesla and China will devour them all). In this space, the competition is @jimkxa at Tenstorrent, @clattner_llvm at Modular, and @JeffDean at Google. Three of the living legends of computer science. And companies like @nvidia and @AMD, who are definitely live players, making single chips that have more power than the whole Internet two decades ago. This space is so fun to play in. If you haven't, read the tinygrad spec. It's all coming together beautifully.

We replaced urllib3 inside boto3 with a Zig HTTP client. One import line. Same API. Upto 115x faster with TurboAPI. import faster_boto3 as boto3 Here's what happened..








Anybody who thinks that it is ok for telemetry to use 100% of your CPU should be fired immediately.




List of all pessimizations Codex did while porting our old render pipe to new code base: - 28 byte -> 56 byte vertex format (full fp32 instead of compact packed format) - Full fp32 shader ALU (no double rate fp16) - No packed/fp16 varyings (BW waste on mobile) - Each draw call has camera matrices. (bind group 0 shared data bound once per-pass before) - 4x4 matrices instead of 4x3 affine matrices (25% fatter) - Safe normalize everywhere - RGBA16F IBL instead of RG11B10F (2x fatter, half rate filter + doesn't DCC on all mobile GPUs) I instructed Codex to fix each of these issues when I found them and it did a pretty good job. But sometimes did stupid things like using fp16 for UV varyings (not enough precision). Have to review carefully.


just merged this PR... deslopity deslopity


I think @maximilian_ nailed generative AI right on the head

Once again, are we assuming a contemporary scientist is *not* confused? Science is always incomplete, no? Or do we live in an age of exceptional enlightenment?


What if a world model could render not an imagined place, but the actual city? We introduce Seoul World Model, the first world simulation model grounded in a real-world metropolis. TL;DR: We made a world model RAG over millions of street-views. proj: seoul-world-model.github.io




