Model Releases
Testing Deepseek-V4-Flash-Vision-EXP on Dual RTX6000 build
Upgraded my work LLM server from DSV4-Flash-0731 to the new Vision-Exp model and did this little test for fun to see quality comparison. Test was performed in Openweb UI connected to my vLLM container
Upgraded my work LLM server from DSV4-Flash-0731 to the new Vision-Exp model and did this little test for fun to see quality comparison. Test was performed in Openweb UI connected to my vLLM container serving the vision model. Was able to fix the previous KV cache mem issues, getting 2.5million KV cache now running 350k context @ 7 concurrent. ~120t/g ~3000-7000p/p with this model. Prompt: Write a single self-contained HTML file using Three.js (loaded via CDN import map) that renders an animated solar system. Requirements: Core animation - Sun at the center: glowing, self-lit, with a corona glow and a point light (no distance falloff so all orbits stay lit). - All 8 planets (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune) orbiting at different distances and speeds, with relative sizing (Jupiter and Saturn largest, Mercury smallest). - Earth has a moon orbiting it; Mars has Phobos and Deimos. - Saturn has rings (multi-band, DoubleSide, no z-fighting). - Subtle axial rotation on each planet. Real-life accuracy - Real orbital periods (0.24 / 0.62 / 1.0 / 1.88 / 11.86 / 29.4 / 84.0 / 164.8 Earth years) driving revolutions. - Real eccentricities and orbital inclinations; elliptical orbits drawn as lines in the correct tilted planes. - Use Kepler's equation (mean anomaly solved numerically) so planets speed up at perihelion and slow at aphelion. - Real axial tilts (Venus 177°, Uranus 98°, Earth 23.4°, etc.) and real relative rotation periods (Jupiter spins faster than Earth, Venus/Mercury nearly static; include retrograde rotation where applicable). - Realistic planet colors: gray Mercury, creamy Venus, blue/green/white Earth, rusty Mars, tan-banded Jupiter, pale-gold banded Saturn, pale-cyan Uranus, deep-blue Neptune. Accurate moon counts (NASA-confirmed, current) - Mercury 0, Venus 0, Earth 1, Mars 2, Jupiter 115, Saturn 293, Uranus 29, Neptune 16. - Use InstancedMesh for the giant-planet moons (one instance per real moon) with the famous large moons (Galileans, Titan, Triton, etc.) scaled up and named; scatter the rest realistically. Earth's Moon, Phobos, and Deimos as individual meshes. Presentation & controls - Starfield background (several layered point fields). - OrbitControls: drag to orbit, scroll to zoom (clamped so you can't clip through the sun or star shell), right-drag to pan. - Visually distinct orbit lines per planet; nothing clips or overlaps (verify every moon swarm fits inside the next planet's orbit). - Small UI overlay: planet-name labels, HUD listing moon counts, and simulation-speed buttons (1x–1000x + pause) since real periods make outer planets crawl. - Everything procedural (canvas-generated textures), no external assets, self-contained single HTML file.Upgraded my work LLM server from DSV4-Flash-0731 to the new Vision-Exp model and did this little test for fun to see quality comparison. Test was performed in Openweb UI connected to my vLLM container serving the vision model. Was able to fix the previous KV cache mem issues, getting 2.5million KV cache now running 350k context @ 7 concurrent. ~120t/g ~3000-7000p/p with this model. Prompt: Write a single self-contained HTML file using Three.js (loaded via CDN import map) that renders an animated solar system. Requirements: Core animation - Sun at the center: glowing, self-lit, with a corona glow and a point light (no distance falloff so all orbits stay lit). - All 8 planets (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune) orbiting at different distances and speeds, with relative sizing (Jupiter and Saturn largest, Mercury smallest). - Earth has a moon orbiting it; Mars has Phobos and Deimos. - Saturn has rings (multi-band, DoubleSide, no z-fighting). - Subtle axial rotation on each planet. Real-life accuracy - Real orbital periods (0.24 / 0.62 / 1.0 / 1.88 / 11.86 / 29.4 / 84.0 / 164.8 Earth years) driving revolutions. - Real eccentricities and orbital inclinations; elliptical orbits drawn as lines in the correct tilted planes. - Use Kepler's equation (mean anomaly solved numerically) so planets speed up at perihelion and slow at aphelion. - Real axial tilts (Venus 177°, Uranus 98°, Earth 23.4°, etc.) and real relative rotation periods (Jupiter spins faster than Earth, Venus/Mercury nearly static; include retrograde rotation where applicable). - Realistic planet colors: gray Mercury, creamy Venus, blue/green/white Earth, rusty Mars, tan-banded Jupiter, pale-gold banded Saturn, pale-cyan Uranus, deep-blue Neptune. Accurate moon counts (NASA-confirmed, current) - Mercury 0, Venus 0, Earth 1, Mars 2, Jupiter 115, Saturn 293, Uranus 29, Neptune 16. - Use InstancedMesh for the giant-planet moons (one instance per real moon) with the famous large moons (Galileans, Titan, Triton, etc.) scaled up and named; scatter the rest realistically. Earth's Moon, Phobos, and Deimos as individual meshes. Presentation & controls - Starfield background (several layered point fields). - OrbitControls: drag to orbit, scroll to zoom (clamped so you can't clip through the sun or star shell), right-drag to pan. - Visually distinct orbit lines per planet; nothing clips or overlaps (verify every moon swarm fits inside the next planet's orbit). - Small UI overlay: planet-name labels, HUD listing moon counts, and simulation-speed buttons (1x–1000x + pause) since real periods make outer planets crawl. - Everything procedural (canvas-generated textures), no external assets, self-contained single HTML file. submitted by /u/DeedleDumbDee [link] [comments]
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Source: r/LocalLLaMA | 2026-09-03