xenla

joined 1 year ago
[โ€“] xenla 4 points 1 year ago (1 children)

Also have a 6800xt, 32gb ram. SDXL 1.0 running with A1111, but I can only generate images using --medvram. This is on windows admittedly.

[โ€“] xenla 2 points 1 year ago

๐Ÿ˜€ I'm also on that fork, just noticed v1.5.0 states SDXL support. Thanks for the update!

[โ€“] xenla 2 points 1 year ago

Interesting, thanks for the link!

[โ€“] xenla 2 points 1 year ago (1 children)

Thanks. Sounds like I've got more reading to do ๐Ÿ˜ƒ

[โ€“] xenla 2 points 1 year ago (3 children)

Hi, I have a 6800xt

[โ€“] xenla 3 points 1 year ago (1 children)

Thankyou ๐Ÿ‘, hopefully community solutions will crop up soon enough. Personally I'm by no means an expert user, I only recently started to play with sd1.5 locally. I have a 6800xt and while it does work with a fork, as you say the experience is quite flaky (inpainting did not work at all without playing with the startup commands, which in turn seems to have caused issues with clearing the vram), and not nearly as fast as what NVIDIA card seem to deliver. Still I was hopeful there would be more adoption of amd cards as a recent driver update mentioned "significant" improvement in directML performance for the 7900xt, just have to wait and see I suppose!

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sdxl and AMD GPU support? (self.stable_diffusion)
submitted 1 year ago* (last edited 1 year ago) by xenla to c/[email protected]
 

**Edit: **Thought it's more appropriate to update an old post than start a new one! Since I seem to enjoy suffering under windows, I've been looking still for any possible optimisation of stable diffusion models with AMD GPUs that doesn't require Linux. This article seems quite promising: https://community.amd.com/t5/gaming/how-to-running-optimized-automatic1111-stable-diffusion-webui-on/ba-p/625585 It's pointing to an optimised use of DirectML as @[email protected] mentioned, but if performance is as good as claimed I would hope for more widespread adoption.

A few things have me curious though, and the more knowledgeable of you might answer faster than my trial and error attempts!

  • I understand there's a general need to convert the model to ONNX so that it isn't using pytorch, though the article (under section 2) makes a note about quantisation converting 'most layers from FP32 to FP16'. I'm guessing in most cases it might not even be obvious, but wouldn't it mean there's an all-up reduction in quality in the model?
  • Are ONNX versions of models (like SDXL) available, so that the conversion step could be skipped entirely and just substitute the model into section 5 of the article? I assume not, huggingface pages for SD/SDXL comment on the ability to convert but I've only seen the .safetensor files listed.
  • Pure speculation now, would it ever be possible for A1111, to incorporate this process? I assume not if we are needing models of a specific format...

In any case, I thought it was an interesting article for some. Out of interest I may try SD.Next and see if the experience differs greatly from A1111.


Hello world, Forgive an obvious question, I'm just hoping to find out whether any specific support for AMD GPUs on windows has been confirmed? I've only seen it mentioned with regards to Linux specifically.

I'm sure it's a matter of time, particularly after sdxl 1.0 is released, but would appreciate any more information now all the same. Holding out hope it's a little smoother than the sd1.5 forks. Thankyou!-

[โ€“] xenla 3 points 1 year ago

Pretty amazing for fdm, nice one! I'm normally too lazy to swap from the 0.4mm nozzle, but this is tempting me

[โ€“] xenla 3 points 1 year ago (1 children)

Look at all that detail. My fdm printer weeps!

[โ€“] xenla 2 points 1 year ago (1 children)

Great work! Can see a lot of effort went into that. Was the shading for the flat armour panels dry brushed or stippled? Looking at the left thigh specifically

[โ€“] xenla 2 points 1 year ago (1 children)

Motivates me to keep going. Thanks!

[โ€“] xenla 3 points 1 year ago (3 children)

I feel like I'm on the verge of the same revelation but not quite getting there. What was the tipping point for you?

Given every script that inherits the interface needs to provide its own method still, it feels like there's always an alternative to using interfaces to me but I'm sure I'm not seeing the full picture. It does also feel odd to have a floating c# script that isn't attached to anything for the interface itself. I always wonder how exactly Unity/the game knows of its existence but I guess it's keeping a track of every file in the project folder(s).

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