We have one horrible disjuncture, between layers 6 → 2. I have one more hypothesis: A little bit of fine-tuning on those two layers is all we really need. Fine-tuned RYS models dominate the Leaderboard. I suspect this junction is exactly what the fine-tuning fixes. And there’s a great reason to do this: this method does not use extra VRAM! For all these experiments, I duplicated layers via pointers; the layers are repeated without using more GPU memory. Of course, we do need more compute and more KV cache, but that’s a small price to pay for a verifiably better model. We can just ‘fix’ an actual copies of layers 2 and 6, and repeat layers 3-4-5 as virtual copies. If we fine-tune all layer, we turn virtual copies into real copies, and use up more VRAM.
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And we think that works with our brands. Based on the economics and the studios that we have, as I said, the first couple of games are going to cover a bunch of startup costs. So those might not be as profitable as we want, but we think over time, as we start to optimize those studios, figure out how we leverage great talent spots like Eastern Europe and markets like Montreal, where we have one of our biggest offices, we think we can get profitable at that over time and delight a lot of people in the process.,更多细节参见手游
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