UD stands for "Unsloth-Dynamic" which upcasts important layers to higher bits. Non UD is just standard llama.cpp quants. Both still use our calibration dataset.

Please consider authoring a single, straightforward introductory-level page somewhere that explains what all the filename components mean, and who should use which variants.

The green/yellow/red indicators for different levels of hardware support are really helpful, but far from enough IMO.

Oh good idea! In general UD-Q4_K_XL (Unsloth Dynamic 4bits Extra Large) is what I generally recommend for most hardware - MXFP4_MOE is also ok

Is there some indication on how the different bit quantization affect performance? IE I have a 5090 + 96GB so I want to get the best possible model but I don't care about getting 2% better perf if I only get 5 tok/s.

It takes download time + 1 minute to test speed yourself, you can try different quants, it's hard to write down a table because it depends on your system ie. ram clock etc. if you go out of gpu.

I guess it would make sense to have something like max context size/quants that fit fully on common configs with gpus, dual gpus, unified ram on mac etc.

Testing speed is easy yes, I'm mostly wondering about the quality difference between Q6 vs Q8_K_XL for example.

I haven't done benchmarking yet (plan to do them), but it should be similar to our post on DeepSeek-V3.1 Dynamic GGUFs: https://unsloth.ai/docs/basics/unsloth-dynamic-2.0-ggufs

The green/yellow/red indicators are based on what you set for your hardware on huggingface.

What is your definition of "important" in this context?