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the cold-start tax — what an idle gpu costs the first player

identical prompts, back to back, differing only in seed. the first render in each row pays for the checkpoint coming off disk and into vram; every one after it does not. sixty-two seconds against two. this is the single largest number in the archive that has nothing to do with image quality — and it is why what else is resident on the gpu is an engine decision, not a detail.

every render on this page was painted on test rig B (24G) — provably, two ways: the harness that made them renders only through that rig's own local ComfyUI, and every timestamp predates the workstation's first archived render.

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FIXED FOR THIS RUN · render order (cold vs warm) is the only thing that moves

checkpoint albedobaseXL_v21 · sampler dpmpp_2m · scheduler karras · cfg 6.0 · size 768×768

every cell opens its own specimen sheet: the render full size, its prompt verbatim, and every setting behind it.

the net-loft, phrasing A

interior of a tar-dark net-loft, coils of rope stacked by weight under black rafters, knot-code tags on every hank, winter pegs of folded nets along one wall and a single drift-net hung apart untouched, one small window of fog-blue light, one thread of amber

render order (cold vs warm)1st · cold2nd · warm3rd · warm4th · warm
the net-loft, phrasing A · 1st · coldalbedobaseXL_v21 · dpmpp_2m/karras · 16 steps · 768×768 · seed 303 · 62.23sthe net-loft, phrasing A · 2nd · warmalbedobaseXL_v21 · dpmpp_2m/karras · 16 steps · 768×768 · seed 307 · 2.32sthe net-loft, phrasing A · 3rd · warmalbedobaseXL_v21 · dpmpp_2m/karras · 16 steps · 768×768 · seed 311 · 2.67s

the net-loft, phrasing B

interior of a fishing net-loft under tar-black rafters, heavy coils of rope stacked on the plank floor, folded nets hung on wooden wall pegs, one lone drift-net hung apart on the far wall, small knot-tags on every rope hank, one small fog-blue window, one thread of amber lamplight

render order (cold vs warm)1st · cold2nd · warm3rd · warm4th · warm
the net-loft, phrasing B · 1st · coldalbedobaseXL_v21 · dpmpp_2m/karras · 16 steps · 768×768 · seed 303 · 2.46sthe net-loft, phrasing B · 2nd · warmalbedobaseXL_v21 · dpmpp_2m/karras · 16 steps · 768×768 · seed 307 · 2.21sthe net-loft, phrasing B · 3rd · warmalbedobaseXL_v21 · dpmpp_2m/karras · 16 steps · 768×768 · seed 311 · 2.28s

the flooded sea-vault (with the chat model resident)

a vast pale mass of conger-eel coils and drowned cable filling a flooded sea-vault, one slow pale circle that could be an eye or a porthole, black water, deep fog-blue and faint amber, no text, no face

render order (cold vs warm)1st · cold2nd · warm3rd · warm4th · warm
the flooded sea-vault (with the chat model resident) · 1st · coldalbedobaseXL_v21 · dpmpp_2m/karras · 12 steps · 768×768 · seed 303 · 53.79sthe flooded sea-vault (with the chat model resident) · 2nd · warmalbedobaseXL_v21 · dpmpp_2m/karras · 12 steps · 768×768 · seed 304 · 1.92sthe flooded sea-vault (with the chat model resident) · 3rd · warmalbedobaseXL_v21 · dpmpp_2m/karras · 12 steps · 768×768 · seed 305 · 1.88sthe flooded sea-vault (with the chat model resident) · 4th · warmalbedobaseXL_v21 · dpmpp_2m/karras · 12 steps · 768×768 · seed 306 · 2.68s

↓ receipts.json — every image on this page with its full provenance, machine-readable.

painted by: albedobase xl 2.1 — OpenRAIL++-class, credit given

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