Replace the samples with a BF16 comparison set
Browse files- .gitattributes +30 -0
- samples/{sample-00.mp4 → 4bit-00.mp4} +2 -2
- samples/{sample-01.mp4 → 4bit-01.mp4} +2 -2
- samples/{sample-02.mp4 → 4bit-02.mp4} +2 -2
- samples/{sample-03.mp4 → 4bit-03.mp4} +2 -2
- samples/4bit-04.mp4 +3 -0
- samples/4bit-det-00.mp4 +3 -0
- samples/4bit-det-01.mp4 +3 -0
- samples/4bit-det-02.mp4 +3 -0
- samples/4bit-det-03.mp4 +3 -0
- samples/4bit-det-04.mp4 +3 -0
- samples/README.md +131 -37
- samples/bf16-00.mp4 +3 -0
- samples/bf16-01.mp4 +3 -0
- samples/bf16-02.mp4 +3 -0
- samples/bf16-03.mp4 +3 -0
- samples/bf16-04.mp4 +3 -0
- samples/bf16-det-00.mp4 +3 -0
- samples/bf16-det-01.mp4 +3 -0
- samples/bf16-det-02.mp4 +3 -0
- samples/bf16-det-03.mp4 +3 -0
- samples/bf16-det-04.mp4 +3 -0
- samples/compare-00.mp4 +3 -0
- samples/compare-01.mp4 +3 -0
- samples/compare-02.mp4 +3 -0
- samples/compare-03.mp4 +3 -0
- samples/compare-04.mp4 +3 -0
- samples/compare-det-00.mp4 +3 -0
- samples/compare-det-01.mp4 +3 -0
- samples/compare-det-02.mp4 +3 -0
- samples/compare-det-03.mp4 +3 -0
- samples/compare-det-04.mp4 +3 -0
- samples/sample-04.mp4 +0 -3
.gitattributes
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encoder-hf/tokenizer.json filter=lfs diff=lfs merge=lfs -text
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samples/sample-03.mp4 filter=lfs diff=lfs merge=lfs -text
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samples/sample-04.mp4 filter=lfs diff=lfs merge=lfs -text
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encoder-hf/tokenizer.json filter=lfs diff=lfs merge=lfs -text
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samples/4bit-00.mp4 filter=lfs diff=lfs merge=lfs -text
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samples/{sample-00.mp4 → 4bit-00.mp4}
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samples/{sample-01.mp4 → 4bit-01.mp4}
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samples/README.md
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# Samples
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# Samples — 4-bit against the BF16 original
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Every clip here exists twice: once from the **BF16 original (26.264 GB)** and
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once from this **4-bit build (8.46 GB)**. `compare-NN.mp4` puts the pair side by
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side, BF16 on the left.
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Everything downstream of the text encoder is held identical — same DiT
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(`LTX25-distilled-DiT-Q3_K_M`), same seed, same 8-step distilled schedule, same
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VAE tiling, one process, one GPU. The encoder is the only thing that differs.
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768x512, 24 fps, 2.0 s, video and audio generated together, rendered on a
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**Tesla V100-SXM2-16GB** — the card this compression exists to fit.
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## Two sets, because they answer different questions
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`compare-NN.mp4` uses **`euler_ancestral`**, the vendor default and what you
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actually get. It injects fresh noise at every step, so a conditioning difference
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of cosine 0.998 does not stay small — it steers the trajectory elsewhere and the
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two builds return different **takes of the same scene**. Look at these to see
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what the model produces. They cannot tell you what the compression cost, and
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reading them that way will mislead you: in `compare-01` the BF16 side has a
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second figure on the dune that the 4-bit side does not, and that is the sampler
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re-rolling, not the encoder forgetting.
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`compare-det-NN.mp4` uses **`euler`**, which injects nothing. Same seed means
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the same starting noise, so the only thing left that can move a pixel is the
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conditioning. **This is the set that attributes a difference to the encoder.**
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It is worth saying what this did *not* do. Removing the ancestral noise did not
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reliably bring the pairs closer — measured below, it helped enormously on one
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clip and made three marginally worse. Fixing the starting noise does not fix
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the path: eight distilled steps through a 22B transformer are nonlinear enough
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that a cosine-0.998 conditioning difference can still land somewhere else. So
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the deterministic set is the honest attribution, not a flattering one.
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## Prompts
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Written to pull on what a text encoder has to keep apart: camera instruction,
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shot scale, lighting direction, surface material, and a distinct audio scene.
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| # | seed | prompt |
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|---|---:|---|
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| 00 | 20260813 | A humanoid robot steps out of a freight elevator into a rain-slick loading bay, sodium lights flaring off its wet white shell. Locked-off low camera as the robot turns toward the lens. Audio: heavy rain on metal, one servo whine, distant thunder. |
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| 01 | 20260814 | A lone astronaut in a scuffed white suit walks across a red dune at sunset, a long shadow stretching behind, dust curling off each bootfall. Low tracking camera moving with the walk. Audio: wind over sand, suit fan hum, muffled breathing. |
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| 02 | 20260815 | A blacksmith hammers glowing orange steel on an anvil inside a dark forge, sparks bursting outward with every strike, warm rim light on soot-streaked arms. Medium shot, camera static. Audio: ringing hammer strikes, roaring bellows, a hiss as the blade is quenched. |
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| 03 | 20260816 | A vintage sports car slides through a wet mountain hairpin at night, headlights sweeping across the guardrail, spray lit red by the tail lights. Camera pans to follow the car through the turn. Audio: engine roar, tyre squeal, rain on asphalt. |
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| 04 | 20260817 | A battered rescue robot pushes through thick smoke in a collapsed corridor, headlamp cutting a cone through the dust, orange emergency light pulsing on the walls. Handheld camera following from behind. Audio: crackling fire, a muffled alarm, grinding treads. |
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## Drift, measured before any of it reaches the DiT
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4-bit conditioning against BF16 conditioning, same prompts, same tokenizer path:
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| # | video relL2 | audio relL2 | video cosine | audio cosine |
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|---|---:|---:|---:|---:|
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| 00 | 0.05820 | 0.05010 | 0.99831 | 0.99875 |
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| 01 | 0.05614 | 0.04925 | 0.99843 | 0.99879 |
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| 02 | 0.07002 | 0.06274 | 0.99755 | 0.99803 |
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| 03 | 0.05959 | 0.05222 | 0.99823 | 0.99864 |
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| 04 | 0.05203 | 0.04624 | 0.99865 | 0.99893 |
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| **mean** | **0.05919** | **0.05211** | | |
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Prompt 02, the forge, is hardest on both branches. It also has the most
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simultaneous physical events — sparks, glow, bellows, quench — which is where a
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text encoder has the most to lose.
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## Difference on screen
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Mean absolute error per channel over every decoded frame, 4-bit against BF16.
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Not relative L2: these scenes run from a night forge to a sunlit dune, and
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relative error divides by the frame's own norm, so a dark clip would score worse
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than a bright one for the same visible difference. MAE has its own bias — it
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flatters dark frames — so **only the ratio compares across rows**, because
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within one scene the brightness cancels.
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| # | scene | `euler_ancestral` | `euler` | ratio |
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|---|---|---:|---:|---:|
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| 00 | robot, rain | 0.0172 | 0.0182 | 0.94x |
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| 01 | dune | 0.0596 | 0.0580 | 1.03x |
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| 02 | forge | 0.0098 | 0.0129 | 0.76x |
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| 03 | night road | 0.0702 | 0.0252 | **2.79x** |
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| 04 | smoke | 0.0128 | 0.0165 | 0.77x |
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| | **mean** | **0.0339** | **0.0261** | 1.26x |
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## The one that actually diverged
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Under deterministic sampling, four of the five pairs hold together: same
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composition, same lighting, same timing, differing in surface detail. Clip 00
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gives the 4-bit side slightly more panel detail on the hull; clips 02, 03 and 04
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are close enough that finding the difference takes looking.
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**Clip 01 is not.** Same terrain, same sun, same shadow, same walk — and BF16
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renders a soldier in helmet and fatigues while the 4-bit renders a man in a
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business suit. The sampler is deterministic and the seed is identical, so that
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belongs to the encoder.
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It deserves one qualification rather than being either buried or oversold.
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Neither build followed the prompt: it asked for an astronaut in a scuffed white
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suit and got neither. The model has no confident answer here, so it lands on an
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arbitrary human, and in that regime a small conditioning change flips which one.
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| 100 |
+
The difference is real and attributable; its size reflects a prompt that was
|
| 101 |
+
already unstable on both sides.
|
| 102 |
+
|
| 103 |
+
## What these prove, and what they do not
|
| 104 |
+
|
| 105 |
+
They show that at 8.46 GB the encoder drives the same DiT to a comparable result
|
| 106 |
+
on five prompts, at one resolution, one length and one seed each.
|
| 107 |
+
|
| 108 |
+
They are **not** a claim that the 4-bit encoder is indistinguishable from BF16.
|
| 109 |
+
No blind study, no listening test, no sweep over seeds or resolutions.
|
| 110 |
+
|
| 111 |
+
**Prompt adherence is partial, and mostly on both builds equally.** Clip 00 has
|
| 112 |
+
no freight elevator and frames far tighter than "locked-off low camera" implies;
|
| 113 |
+
clip 04 reads closer to a firefighter than a rescue robot; clip 01 produces no
|
| 114 |
+
astronaut on either side. The BF16 original does the same thing on the same
|
| 115 |
+
prompts, so that is a limit of LTX-2.5 distilled rather than compression damage.
|
| 116 |
+
|
| 117 |
+
The clips are published unedited — including clip 01, where the compression
|
| 118 |
+
does visibly cost something — rather than replaced with prompts that happen to
|
| 119 |
+
flatter the result.
|
| 120 |
+
|
| 121 |
+
## Files
|
| 122 |
+
|
| 123 |
+
* `compare-NN.mp4` — BF16 left, 4-bit right, `euler_ancestral`.
|
| 124 |
+
* `compare-det-NN.mp4` — the same pairing under deterministic `euler`.
|
| 125 |
+
* `bf16-NN.mp4`, `4bit-NN.mp4` — the individual `euler_ancestral` renders.
|
| 126 |
+
* `bf16-det-NN.mp4`, `4bit-det-NN.mp4` — the individual `euler` renders, if you
|
| 127 |
+
want to step through them frame by frame rather than trust the stack.
|
| 128 |
+
|
| 129 |
+
Audio in the paired clips is taken from the 4-bit side rather than mixed: the
|
| 130 |
+
two tracks are different renders of the same prompt, and mixing them would
|
| 131 |
+
produce a phasing artefact belonging to neither build.
|
samples/bf16-00.mp4
ADDED
|
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|
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