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	Comments for Phoenix Game Development	</title>
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	<link>https://phoenixgamedevelopment.com/blog</link>
	<description>Developing Games, AI, and More!</description>
	<lastBuildDate>Sat, 03 Jan 2026 11:39:30 +0000</lastBuildDate>
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		Comment on Spiritus Astrum [P0-B10]: p1488: Towards Early Access by Z Image		</title>
		<link>https://phoenixgamedevelopment.com/blog/spiritus-astrum-p0-b10-p1488-towards-early-access/#comment-15823</link>

		<dc:creator><![CDATA[Z Image]]></dc:creator>
		<pubDate>Sat, 03 Jan 2026 11:39:30 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=10904#comment-15823</guid>

					<description><![CDATA[The navmesh detail really caught my attention! It sounds challenging to have NPCs follow commands reliably, especially considering terrain issues]]></description>
			<content:encoded><![CDATA[<p>The navmesh detail really caught my attention! It sounds challenging to have NPCs follow commands reliably, especially considering terrain issues</p>
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		Comment on Spiritus Astrum [P0-B10]: p1488: Towards Early Access by AI ASMR		</title>
		<link>https://phoenixgamedevelopment.com/blog/spiritus-astrum-p0-b10-p1488-towards-early-access/#comment-15676</link>

		<dc:creator><![CDATA[AI ASMR]]></dc:creator>
		<pubDate>Sat, 27 Dec 2025 10:35:13 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=10904#comment-15676</guid>

					<description><![CDATA[I love reading about the complex navmesh generation and NPC commands-a real look into game development! It&#039;s fascinating how these systems evolve over time]]></description>
			<content:encoded><![CDATA[<p>I love reading about the complex navmesh generation and NPC commands-a real look into game development! It&#8217;s fascinating how these systems evolve over time</p>
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		Comment on AI: Estimated token generation rates for selected model sizes (and algorithm to calculate same) by PhoenixGames		</title>
		<link>https://phoenixgamedevelopment.com/blog/ai-estimated-token-generation-rates-for-selected-model-sizes-and-algorithm-to-calculate-same/#comment-14346</link>

		<dc:creator><![CDATA[PhoenixGames]]></dc:creator>
		<pubDate>Thu, 30 Oct 2025 16:00:41 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=10632#comment-14346</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://phoenixgamedevelopment.com/blog/ai-estimated-token-generation-rates-for-selected-model-sizes-and-algorithm-to-calculate-same/#comment-14344&quot;&gt;Name&lt;/a&gt;.

Thank you for your reply.

The numbers and algorithms posted above were always rough rules of thumb, and having tested them in real world conditions, they are certainly not entirely accurate, however, they are not entirely inaccurate either.

I was running 120b Q8 models with two 3090s (The rest of the model being on the CPU) and I was getting anything from 1-2 tk/s depending on the context, etc.

The graph above shows 3.43  tk/s for 140 gb/s RAM bandwidth, which is noticeable higher than I was getting in reality, but again, it&#039;s a rough estimate.

The formula I used (memorybandwidth / model size) was based on internet searches, reddit, etc. I admit, not the most reliable sources, but I couldn&#039;t find anything better at the time. Can you tell me where you got yours?

Another problem that I have noticed is that you are dividing by the GPU bandwidth, so, as the GPU bandwidth &lt;em&gt;increases&lt;/em&gt;, the token generation rate &lt;em&gt;decreases&lt;/em&gt;, which, surely, should be the opposite?

For example, you said:

(2 * 120 * 1000) / (936) = 256.410

So, for a GPU with a bandwidth of 936 gb/s, we would get 256 tk/s.

Ok, lets now assume that we double the bandwidth, to 1800 gb/s. We would expect to get twice the tokens, right? But with your algorithm:

(2*120*1000)/(1800), we get: 133.33

So instead of doubling, the tk/s is halving? Which can&#039;t be right surely, unless I&#039;m missing something?
]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://phoenixgamedevelopment.com/blog/ai-estimated-token-generation-rates-for-selected-model-sizes-and-algorithm-to-calculate-same/#comment-14344">Name</a>.</p>
<p>Thank you for your reply.</p>
<p>The numbers and algorithms posted above were always rough rules of thumb, and having tested them in real world conditions, they are certainly not entirely accurate, however, they are not entirely inaccurate either.</p>
<p>I was running 120b Q8 models with two 3090s (The rest of the model being on the CPU) and I was getting anything from 1-2 tk/s depending on the context, etc.</p>
<p>The graph above shows 3.43  tk/s for 140 gb/s RAM bandwidth, which is noticeable higher than I was getting in reality, but again, it&#8217;s a rough estimate.</p>
<p>The formula I used (memorybandwidth / model size) was based on internet searches, reddit, etc. I admit, not the most reliable sources, but I couldn&#8217;t find anything better at the time. Can you tell me where you got yours?</p>
<p>Another problem that I have noticed is that you are dividing by the GPU bandwidth, so, as the GPU bandwidth <em>increases</em>, the token generation rate <em>decreases</em>, which, surely, should be the opposite?</p>
<p>For example, you said:</p>
<p>(2 * 120 * 1000) / (936) = 256.410</p>
<p>So, for a GPU with a bandwidth of 936 gb/s, we would get 256 tk/s.</p>
<p>Ok, lets now assume that we double the bandwidth, to 1800 gb/s. We would expect to get twice the tokens, right? But with your algorithm:</p>
<p>(2*120*1000)/(1800), we get: 133.33</p>
<p>So instead of doubling, the tk/s is halving? Which can&#8217;t be right surely, unless I&#8217;m missing something?</p>
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		Comment on AI: Estimated token generation rates for selected model sizes (and algorithm to calculate same) by Name		</title>
		<link>https://phoenixgamedevelopment.com/blog/ai-estimated-token-generation-rates-for-selected-model-sizes-and-algorithm-to-calculate-same/#comment-14344</link>

		<dc:creator><![CDATA[Name]]></dc:creator>
		<pubDate>Thu, 30 Oct 2025 15:41:40 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=10632#comment-14344</guid>

					<description><![CDATA[Hellom the information in this article is absolutely wrong. If your inference was really memory bound and you could fit the model into single GPU, you could get away with:

(2 * n * 1000) / (b_w)

where

n - number of billion parameters
b_w - GPU bandwidth in GB/s

Taking your example:

&#062; So, if the model is running entirely on the GPU (With a bandwidth of 936 GB/s) and the model size is 120GB, then the token generation speed would be:

we would have 

(2 * 120 * 1000) / (936) = 256.410

which again, would be close if the model wouldn&#039;t need to be split across several GPUs and the card was 100% memory bound - this depends on the model as much as on the card]]></description>
			<content:encoded><![CDATA[<p>Hellom the information in this article is absolutely wrong. If your inference was really memory bound and you could fit the model into single GPU, you could get away with:</p>
<p>(2 * n * 1000) / (b_w)</p>
<p>where</p>
<p>n &#8211; number of billion parameters<br />
b_w &#8211; GPU bandwidth in GB/s</p>
<p>Taking your example:</p>
<p>&gt; So, if the model is running entirely on the GPU (With a bandwidth of 936 GB/s) and the model size is 120GB, then the token generation speed would be:</p>
<p>we would have </p>
<p>(2 * 120 * 1000) / (936) = 256.410</p>
<p>which again, would be close if the model wouldn&#8217;t need to be split across several GPUs and the card was 100% memory bound &#8211; this depends on the model as much as on the card</p>
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		Comment on Dependency Hell: The Linux Experience by PhoenixGames		</title>
		<link>https://phoenixgamedevelopment.com/blog/dependency-hell-the-linux-experience/#comment-14052</link>

		<dc:creator><![CDATA[PhoenixGames]]></dc:creator>
		<pubDate>Wed, 15 Oct 2025 13:26:18 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=10921#comment-14052</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://phoenixgamedevelopment.com/blog/dependency-hell-the-linux-experience/#comment-13993&quot;&gt;Disponat&lt;/a&gt;.

What areas are you stuck on? I might be able to offer some advice?]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://phoenixgamedevelopment.com/blog/dependency-hell-the-linux-experience/#comment-13993">Disponat</a>.</p>
<p>What areas are you stuck on? I might be able to offer some advice?</p>
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		Comment on Taming the Beast: Running DeepSeek V3-0324 Locally by PhoenixGames		</title>
		<link>https://phoenixgamedevelopment.com/blog/taming-the-beast-running-deepseek-v3-0324-locally/#comment-14051</link>

		<dc:creator><![CDATA[PhoenixGames]]></dc:creator>
		<pubDate>Wed, 15 Oct 2025 13:25:28 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=11040#comment-14051</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://phoenixgamedevelopment.com/blog/taming-the-beast-running-deepseek-v3-0324-locally/#comment-14050&quot;&gt;Miss Byron&lt;/a&gt;.

You are very welcome, thank you for your comment!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://phoenixgamedevelopment.com/blog/taming-the-beast-running-deepseek-v3-0324-locally/#comment-14050">Miss Byron</a>.</p>
<p>You are very welcome, thank you for your comment!</p>
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		Comment on Taming the Beast: Running DeepSeek V3-0324 Locally by Miss Byron		</title>
		<link>https://phoenixgamedevelopment.com/blog/taming-the-beast-running-deepseek-v3-0324-locally/#comment-14050</link>

		<dc:creator><![CDATA[Miss Byron]]></dc:creator>
		<pubDate>Wed, 15 Oct 2025 13:12:04 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=11040#comment-14050</guid>

					<description><![CDATA[OMG Thank you SO MUCH for such detailed description! I&#039;ve been banging my head against the wall for 3 months, trying to figure out how to run it on my fairly good setup! Your insights helped me A LOT. Wishing you all the best!! ]]></description>
			<content:encoded><![CDATA[<p>OMG Thank you SO MUCH for such detailed description! I&#8217;ve been banging my head against the wall for 3 months, trying to figure out how to run it on my fairly good setup! Your insights helped me A LOT. Wishing you all the best!! </p>
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		Comment on Dependency Hell: The Linux Experience by Disponat		</title>
		<link>https://phoenixgamedevelopment.com/blog/dependency-hell-the-linux-experience/#comment-13993</link>

		<dc:creator><![CDATA[Disponat]]></dc:creator>
		<pubDate>Mon, 13 Oct 2025 01:50:18 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=10921#comment-13993</guid>

					<description><![CDATA[As someone currently stuck in dependency hell (also related to ComfyUI), this was cathartic to read.]]></description>
			<content:encoded><![CDATA[<p>As someone currently stuck in dependency hell (also related to ComfyUI), this was cathartic to read.</p>
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		Comment on SillyTavern Extension: Email Checker by photo to coloring		</title>
		<link>https://phoenixgamedevelopment.com/blog/sillytavern-extension-email-checker/#comment-13875</link>

		<dc:creator><![CDATA[photo to coloring]]></dc:creator>
		<pubDate>Wed, 08 Oct 2025 15:49:50 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=11216#comment-13875</guid>

					<description><![CDATA[Just stumbled on this post about the SillyTavern Email Checker extension—game-changer for anyone using SillyTavern regularly! I’ve had issues with wonky email setups before, so this tool sounds like it’ll save me tons of troubleshooting time. Thanks for sharing the scoop!]]></description>
			<content:encoded><![CDATA[<p>Just stumbled on this post about the SillyTavern Email Checker extension—game-changer for anyone using SillyTavern regularly! I’ve had issues with wonky email setups before, so this tool sounds like it’ll save me tons of troubleshooting time. Thanks for sharing the scoop!</p>
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		<title>
		Comment on Dependency Hell: The Linux Experience by PhoenixGames		</title>
		<link>https://phoenixgamedevelopment.com/blog/dependency-hell-the-linux-experience/#comment-13728</link>

		<dc:creator><![CDATA[PhoenixGames]]></dc:creator>
		<pubDate>Fri, 03 Oct 2025 04:11:13 +0000</pubDate>
		<guid isPermaLink="false">https://phoenixgamedevelopment.com/blog/?p=10921#comment-13728</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://phoenixgamedevelopment.com/blog/dependency-hell-the-linux-experience/#comment-13706&quot;&gt;Aphid&lt;/a&gt;.

Thanks for your comment!

Yeah, I get that Linux isn&#039;t as bad now as it used to be (Or so I read, anyway), and I&#039;m sure if you&#039;re using Linux for regular computing tasks, it&#039;s probably fine.

But if you&#039;re on the cutting edge (Such as installing new repos from GitHub, or using rapidly changing AI toolkits, etc), you are going to break stuff a lot.

You made a great point about the win32 API, and I design my code like that too (At least, I try to!), so that new functionality doesn&#039;t break old functionality.

Yes, it can be messy to have mylibraryA, mylibraryB, etc, but you know for a fact that you aren&#039;t breaking anything, and creating hell for the dev&#039;s relying on that functionality.

Linux doesn&#039;t seem to have the same attitude.

I think that Linux assumes that the people using the OS are experienced devs with the knowledge and time needed to fix broken code and find workarounds. That&#039;s what I mean in my post: Linux is really a dev&#039;s os, which is great! But Windows is for when you want to get stuff done, and not waste time fixing things.

I&#039;m not saying Linux can&#039;t be used for professional work, of course it can, and it is, but in general, the attitude regarding reliability and functionality is different.

Exactly, users really shouldn&#039;t have to rely on virtualisation to get code to work. I use virtualisation for 20-year old games, not software that&#039;s just a few months old!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://phoenixgamedevelopment.com/blog/dependency-hell-the-linux-experience/#comment-13706">Aphid</a>.</p>
<p>Thanks for your comment!</p>
<p>Yeah, I get that Linux isn&#8217;t as bad now as it used to be (Or so I read, anyway), and I&#8217;m sure if you&#8217;re using Linux for regular computing tasks, it&#8217;s probably fine.</p>
<p>But if you&#8217;re on the cutting edge (Such as installing new repos from GitHub, or using rapidly changing AI toolkits, etc), you are going to break stuff a lot.</p>
<p>You made a great point about the win32 API, and I design my code like that too (At least, I try to!), so that new functionality doesn&#8217;t break old functionality.</p>
<p>Yes, it can be messy to have mylibraryA, mylibraryB, etc, but you know for a fact that you aren&#8217;t breaking anything, and creating hell for the dev&#8217;s relying on that functionality.</p>
<p>Linux doesn&#8217;t seem to have the same attitude.</p>
<p>I think that Linux assumes that the people using the OS are experienced devs with the knowledge and time needed to fix broken code and find workarounds. That&#8217;s what I mean in my post: Linux is really a dev&#8217;s os, which is great! But Windows is for when you want to get stuff done, and not waste time fixing things.</p>
<p>I&#8217;m not saying Linux can&#8217;t be used for professional work, of course it can, and it is, but in general, the attitude regarding reliability and functionality is different.</p>
<p>Exactly, users really shouldn&#8217;t have to rely on virtualisation to get code to work. I use virtualisation for 20-year old games, not software that&#8217;s just a few months old!</p>
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