All the linear-quantization methods have meta-data, including the 1.58bit paper. You can control the quality vs. memory usage by reducing the group-size. However, the meta-data is the not the same thing as the quantized weights for many reasons:
> The meta-data size doesn't change the fact that you can do binary/ternary matmul, which the most important thing in this story.
> The meta-data size doesn't increase the actual compute: these are point-wise operations and even if you have 1 scalar you still need to multiply the same amount of weights.
> Meta-data is offloaded to the CPU with pinned-memory, which allows non-blocking transfers. Technically, you can trigger the copy in the layer before and synchronize and will make it almost seamless. I did some experiments with cuda streams that worked very well on an older machine, but then I tried a better machine and the transfer was much faster. Obviously if you are trying it on Google colab it's very slow for this reason.
> Smaller models like Llama2-7B are very hard to directly quantize at very low bits, so they need a lower group-size to function well. Larger models (like what we showed for Mixtral), can be quantized to 2-bit on the fly, without any data, and still work very well. So basically larger models are less sensitive to extreme quantization and you could use a much larger group-size. I still think that the meta-data size is really not a big deal for the reasons I have explained above.
> There are many other ways to increase the group-size or even get rid of it all together, many ideas available but needs lots of experimentation.
> Binary/ternary CUDA matmul kernels don't exist yet. The current code is implementing the dequantization step in CUDA but then uses torch.matmul as fp16. I tried doing matmul at low-bits with CUDA but it is very difficult to even beat cuBLAS with fp16, especially for a novice CUDA coder like me :)
Please note: this is early experimental work. Since it showed promising results, we wanted to share it with the community first as we progress. There's still a lot of things to be done and we are actively working on it, despite the very limited resources we have.
Happy to answer any questions here!