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Replace the samples with a BF16 comparison set

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.gitattributes CHANGED
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samples/README.md CHANGED
@@ -1,37 +1,131 @@
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- # Samples
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-
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- Five clips generated with `A3.packed.safetensors` driving
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- `LTX25-distilled-DiT-Q3_K_M.gguf` 768×512, 24 fps, video and audio muxed,
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- 2.0–4.0 s each. Encoder loaded through the resident path (7.75 GiB), eight
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- distilled steps, CFG 1.0, no LoRA, no latent upscale. Seeds 20260813–20260817,
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- one seed per prompt.
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-
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- The prompts are deliberately spread across the axes a text encoder has to keep
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- apart — camera instruction, shot scale, subject count, lighting, and a distinct
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- audio scene each so that compression blurring any of them shows on screen.
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-
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- | file | prompt |
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- |---|---|
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- | `sample-00.mp4` | 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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- | `sample-01.mp4` | Extreme close-up of a robotic hand closing around a cracked ceramic cup, actuator tendons flexing under translucent silicone skin. Warm workshop light, macro lens. Audio: fine servo clicks, ceramic scraping steel. |
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- | `sample-02.mp4` | A four-legged inspection robot trots along a narrow steel catwalk inside a power plant, camera tracking alongside, steam venting behind. Audio: metallic footfalls, hissing steam, turbine hum. |
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- | `sample-03.mp4` | Overhead wide shot of a warehouse floor where dozens of small wheeled robots weave between one another carrying yellow crates. Slow push-in, cold fluorescent light. Audio: rolling wheels, warning beeps. |
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- | `sample-04.mp4` | A battered rescue robot pushes through thick smoke in a collapsed corridor, headlamp cutting through dust. Handheld camera, orange emergency light. Audio: crackling fire, muffled alarm, grinding treads. |
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-
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- ## What these do and do not show
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-
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- `sample-00` is the one to watch: it renders an actual robot — dome head, two
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- amber eyes, segmented neck — and the BF16 encoder renders the same thing on the
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- same card and seed. The pre-2026-08-17 encoder produced a human-faced android
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- for this prompt, so that improvement belongs to Lightricks' checkpoint
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- alignment, not to this compression.
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-
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- `sample-01`, `sample-02` and `sample-03` do **not** follow their prompts. There
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- is no robotic hand, no four-legged robot, no swarm of wheeled robots — the model
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- returns people instead. **The BF16 encoder fails these prompts identically**,
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- across seeds, phrasings and CFG up to 6.0. It is a limit of LTX-2.5 distilled,
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- not compression damage, and it is left in rather than cherry-picked away.
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-
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- Frame-by-frame comparisons against BF16 and against the legacy-guard build, all
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- from the same card and seeds, are in `evidence/frames/cmp-*.png`, with the full
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- clip sets under `evidence/clips-{BF16,A0,A3}/`.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ # Samples — 4-bit against the BF16 original
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+
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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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+
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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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+
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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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+
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+ ## Two sets, because they answer different questions
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+
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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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+
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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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+
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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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+
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+ ## Prompts
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+
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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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+
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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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+
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+ ## Drift, measured before any of it reaches the DiT
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+
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+ 4-bit conditioning against BF16 conditioning, same prompts, same tokenizer path:
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+
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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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+
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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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+
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+ ## Difference on screen
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+
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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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+
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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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+
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+ ## The one that actually diverged
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+
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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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+
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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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+
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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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+ The difference is real and attributable; its size reflects a prompt that was
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+ already unstable on both sides.
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+
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+ ## What these prove, and what they do not
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+
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+ They show that at 8.46 GB the encoder drives the same DiT to a comparable result
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+ on five prompts, at one resolution, one length and one seed each.
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+
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+ They are **not** a claim that the 4-bit encoder is indistinguishable from BF16.
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+ No blind study, no listening test, no sweep over seeds or resolutions.
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+
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+ **Prompt adherence is partial, and mostly on both builds equally.** Clip 00 has
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+ no freight elevator and frames far tighter than "locked-off low camera" implies;
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+ clip 04 reads closer to a firefighter than a rescue robot; clip 01 produces no
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+ astronaut on either side. The BF16 original does the same thing on the same
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+ prompts, so that is a limit of LTX-2.5 distilled rather than compression damage.
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+
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+ The clips are published unedited — including clip 01, where the compression
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+ does visibly cost something — rather than replaced with prompts that happen to
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+ flatter the result.
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+
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+ ## Files
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+
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+ * `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.
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+
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.
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