It didn't had any quality loss, since the PSNT as quantization it's mainly to convert the model over the console constraints (you can convert any model you want, even when i trained a model for this hw); it's q8 quantization, so quality loss is negligible for these sizes. For the speed, I will fix the Tok/sec count since now drops 0 always for showing measures

PS: Thank you! And forgot to mention PSNT also supports bitnet models, they work like crap tho

Thats super helpful, thanks for the details. Makes sense now that PSNT is more of a transport/runtime format for the PS2 constraints than a quality hack.

Very cool that it supports bitnet too even if results are rough right now, feels like theres a lot of room to tune there over time. when you do fix tok/sec, are you planning to post per-stage timings too (tokenizer, weight stream, matmul, samppling)? would be awesome to see where the biggest bottleneck is on real hw