BillStrong
So, don't assume they would crank up the GHz.
Suddenly, you can put that on the CPU next to an NPU, or on its own card, on the motherboard or on a GPU.
I wonder if something like that might be a short term viable path to get working apps. Something like the non-opensource libraries as a download pack for certain each release of Mac OS X, for at least versions Apple no longer supports, to get working programs, then you could slowly work toward open implementations.
Windows 11 will still run Windows apps from Windows 3.1, because they have a backwards compatibility effort that Apple eschewed.
Now that makes it more complex to emulate all the features, but the core features used by most programs get emulated, and then just add features for specific programs to get them to work. And games tend to use core features and DirectX or OpenGL, mostly, whereas productivity apps and other things can do lots of weird things that are non-standard.
For Mac OS X, you really need to handle each versioon of Mac OS X. There are some core features that may work across versions, and some features that are available only on certain versions, then some features that are unique.
You can also emulate PPC Mac OS X and pass through devices, but I have not tried to do this, so your mileage may vary.
It is easier to emulate 10.7+ versions than 10.6, but you can get it to work from 10.4 with work.
They just chucked the old system for a portable version of it, but until this last release, they still had to option of doing it the old school way.
For instance, history, newer information is mixed with older authoritative information.
The same thing for religious institutions, where the older items may be the more authoritative for the purposes.
And HW acceleration is generally a preset baked in version of the encoder or decoder. These are mostly codec specific.
So, no using hardware from previous versions.
Now, you can see some software that tries to use the GPU itself, instead of the dedicated hardware acceleration, to decode, but that isn't the HW accelerated, and may not operate in real time.
At the same time, that will consume much more power, eliminating some of the advantages or the pure HW rendition, especially important for mobile.
I could see an argument being made for encoding, if it is 2x or faster than the CPU, but I haven't looked at any in a while, so don't know the speeds.
Writing tends to have more false positives. I haven't tried this particular one, however, but that is the general trend.
Getting past that is problem we face now.
Tool calling, searches, cache movement if used, and even debug steps all stall the GPU waiting for the CPU.
There was a test of turning one of the under 1B Qwen3+ models into a kernel that didn't stall by the CPU as one GPU pass that saw quite a bit f perf lift over vLLM, I believe, showing this is an issue still.
Its been a month, so I don't remember more details than this.
Without reading it yet, my first thought would be to test a general ratio, something similar to human interpersonal relationship ratios like 30% negative to mostly positive, and positive are targeted, such as reinforcement not just for the good job, but reinforcement for the improvement.
And ensure the negative is targeted, such that you point out tendencies to be avoided rather than just specific instances.
Of course, most human interaction online has none of this, so, would be hard to replicate.
https://huggingface.co/froggeric/Qwen-Fixed-Chat-Templates
Maybe will help you?
The browser is faster because they went native, in particular, GPU.
Every issue described is text rendering related. Everyone.
And I would bet most of the SwiftUI issues could be solved with a text render cache.
Something like Casey Murati's refterm toy that showed what that can do with no other optimizations, or the work for GPU accelerated terminal emulators like alacritty or ghostty.