R&D · TRACK 02 / 05 · In progress

Every graphics card,one backend.

One Vulkan compute backend so the same engine runs faster on NVIDIA, AMD and Intel graphics, on Windows and Linux first. The model file and the CPU path stay untouched.

What it does.
One system.

VULKAN · LIVE

Per-matmul offload

Stage one: the projections of the chosen layers run on the device. Attention, norms and the KV cache stay on the CPU. Always available.

STAGE 1

Whole-layer spans

Stage two: a run of layers executes entirely on the device, with attention over a device-resident f16 KV cache. One submit per forward pass.

STAGE 2

Online re-quantisation

Opt-in: the device gets a smaller copy of the weights so more layers fit in VRAM. The GGUF and the CPU path are not changed.

OPT-IN

Automatic placement

The engine decides how many layers fit the card's memory budget and keeps the rest on the CPU.

AUTO

How it works

How it works.

Step 1

Detect

The Vulkan loader finds a usable device at runtime.

Step 2

Place

Layers are assigned to the GPU until the VRAM budget is used.

Step 3

Upload

Weights for those layers are copied, optionally re-quantised.

Step 4

Run

Each forward pass crosses the bus once each way.

Spec sheet.

01 / 05

API

API.

Vulkan compute, GLSL shaders

API
Vulkan compute, GLSL shaders
Vendors
NVIDIA, AMD and Intel
Platforms
Windows and Linux first; Android and macOS later
KV cache
f16, device-resident in span mode
Status
In progress; the CPU path remains the default fallback

In short.
GPU offload.

Per-matmul offload of the heavy projections

Whole-layer spans on the device with an f16 KV cache

Opt-in re-quantisation so more layers fit in VRAM

FROM IDEA TO RELEASE

Builders, not managers.

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