- 4 MB RAM
- 12 MB disk space
Stable diffusion v1 > 860M UNet and CLIP ViT-L/14 (540M)
Checkpoint size:
4.27 Gb
7.7 GB (full EMA)
Running on a TPU-v5e
Peak compute per chip (bf16) 197 TFLOPs
Peak compute per chip (Int8) 393 TFLOPs
HBM2 capacity and bandwidth 16 GB, 819 GBps
Interchip Interconnect BW 1600 Gbps
This is quite impressive, especially considering the speed. But there's still a ton of room for improvement. It seems it didn't even memorize the game despite having the capacity to do so hundreds of times over. So we definitely have lots of room for optimization methods. Though who knows how such things would affect existing tech since the goal here is to memorize.What's also interesting about this work is it's basically saying you can rip a game if you're willing to "play" (automate) it enough times and spend a lot more on storage and compute. I'm curious what the comparison in cost and time would be if you hired an engineer to reverse engineer Doom (how much prior knowledge do they get considering pertained models and visdoom environment. Was doom source code in T5? And which vit checkpoint was used? I can't keep track of Google vit checkpoints).
I would love to see the checkpoint of this model. I think people would find some really interesting stuff taking it apart.
- https://www.reddit.com/r/gaming/comments/a4yi5t/original_doo...
- https://huggingface.co/CompVis/stable-diffusion-v-1-4-origin...
- https://cloud.google.com/tpu/docs/v5e