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realkeep · diffusion research

two rigs, the same six paintings

the identical run repeated on two different machines — the big inference box and the smaller rig — so the rows are the hardware and the numbers underneath are the real difference. worth reading the 512 columns and the 1536 columns separately: the workstation's lead is not the same at both ends, which is exactly why the game paints its foes small.

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FIXED FOR THIS RUN · which machine painted it is the only thing that moves

checkpoint albedobaseXL_v21 · sampler dpmpp_2m · scheduler karras · cfg 6.0

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

Foe A · Reef-Runner

stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, a hard-faced smuggler in dripping oilskins wading a flooded sea-cave, a gaff hook in one hand and a hooded lantern in the other

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: foe seed (subject-only, #663); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)

which machine painted it1536×1024@641536×1024@321024×1024@32512×512@64512×512@32
keel · 96G VRAM workstationFoe A · Reef-Runner · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 101 · 8.30sFoe A · Reef-Runner · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 101 · 3.64sFoe A · Reef-Runner · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 101 · 3.31sFoe A · Reef-Runner · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 101 · 5.83sFoe A · Reef-Runner · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 101 · 3.00s
test rig B (24G) · 24G VRAM rigFoe A · Reef-Runner · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 101 · 26.09sFoe A · Reef-Runner · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 101 · 10.86sFoe A · Reef-Runner · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 101 · 6.97sFoe A · Reef-Runner · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 101 · 3.80sFoe A · Reef-Runner · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 101 · 1.95s

Foe B · Salt-Father

stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, a towering humanoid monster built of jagged translucent white salt crystal, looming full-figure, smaller dry husk-people half-merged into its glittering salt mass, no face

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: foe seed (subject-only, #663); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)

which machine painted it1536×1024@641536×1024@321024×1024@32512×512@64512×512@32
keel · 96G VRAM workstationFoe B · Salt-Father · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 202 · 6.97sFoe B · Salt-Father · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 202 · 3.65sFoe B · Salt-Father · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 202 · 3.25sFoe B · Salt-Father · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 202 · 5.82sFoe B · Salt-Father · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 202 · 3.00s
test rig B (24G) · 24G VRAM rigFoe B · Salt-Father · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 202 · 22.63sFoe B · Salt-Father · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 202 · 10.97sFoe B · Salt-Father · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 202 · 7.01sFoe B · Salt-Father · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 202 · 3.89sFoe B · Salt-Father · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 202 · 1.97s

Scene A

stylized oil-painted realism, painterly brushwork, thick impasto lighting, in the style of Dishonored game art, a sweeping wide establishing shot, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, REGION VIGNETTE: A thick curtain of sea-fog swallowing the stone breakwater and the distant silhouette of forty huddled rooftops.

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: game region vignette (history, style-stripped); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)

which machine painted it1536×1024@641536×1024@321024×1024@32512×512@64512×512@32
keel · 96G VRAM workstationScene A · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 303 · 6.92sScene A · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 303 · 3.66sScene A · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 303 · 3.24sScene A · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 303 · 5.81sScene A · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 303 · 2.99s
test rig B (24G) · 24G VRAM rigScene A · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 303 · 21.54sScene A · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 303 · 11.02sScene A · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 303 · 7.05sScene A · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 303 · 3.92sScene A · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 303 · 2.02s

Scene B

stylized oil-painted realism, painterly brushwork, thick impasto lighting, in the style of Dishonored game art, a sweeping wide establishing shot, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, REGION VIGNETTE: The weathered stone chapel with its cracked bell tower glowing under a dim amber lantern light.

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: game region vignette (history, style-stripped); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)

which machine painted it1536×1024@641536×1024@321024×1024@32512×512@64512×512@32
keel · 96G VRAM workstationScene B · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 404 · 6.90sScene B · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 404 · 3.64sScene B · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 404 · 3.19sScene B · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 404 · 5.68sScene B · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 404 · 2.93s
test rig B (24G) · 24G VRAM rigScene B · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 404 · 21.60sScene B · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 404 · 11.13sScene B · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 404 · 7.10sScene B · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 404 · 3.98sScene B · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 404 · 2.04s

Avatar A · Harbormaster Haldane

stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, close-up head-and-shoulders portrait of a precise middle-aged harbormaster in a peaked cap, skeptical fair eyes, his pen poised mid-entry, the ledger counter a blur below, amber on grey

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: NPC art seed (game's own); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)

which machine painted it1536×1024@641536×1024@321024×1024@32512×512@64512×512@32
keel · 96G VRAM workstationAvatar A · Harbormaster Haldane · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 505 · 6.87sAvatar A · Harbormaster Haldane · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 505 · 3.75sAvatar A · Harbormaster Haldane · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 505 · 3.50sAvatar A · Harbormaster Haldane · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 505 · 5.87sAvatar A · Harbormaster Haldane · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 505 · 3.02s
test rig B (24G) · 24G VRAM rigAvatar A · Harbormaster Haldane · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 505 · 21.64sAvatar A · Harbormaster Haldane · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 505 · 11.01sAvatar A · Harbormaster Haldane · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 505 · 7.06sAvatar A · Harbormaster Haldane · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 505 · 3.92sAvatar A · Harbormaster Haldane · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 505 · 1.94s

Avatar B · Wrenna Sault

stylized oil-painted realism, painterly brushwork, slightly exaggerated features, thick impasto lighting, in the style of Dishonored game art, warm amber glow against soft sea-fog greys, gentle folk-tale wistfulness, unsigned, no text, no letters, no signature, no watermark, close-up head-and-shoulders portrait of a quiet devout lampwright, wick-trimming scissors in hand, warm amber glow on her face, night fog-blue behind

⚠ names Dishonored — this prompt names a third-party title as a style reference. it is published exactly as it was sent to the model; de-naming these style clauses is in progress product-side. archive slugs and filenames keep the words we typed for the same reason — they are part of the receipt, records of our inputs, not claims of association.

source: NPC art seed (game's own); res@steps = 1536×1024@64; cove art.style prepended (campaign.yml:166-168)

which machine painted it1536×1024@641536×1024@321024×1024@32512×512@64512×512@32
keel · 96G VRAM workstationAvatar B · Wrenna Sault · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 606 · 8.52sAvatar B · Wrenna Sault · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 606 · 4.51sAvatar B · Wrenna Sault · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 606 · 3.56sAvatar B · Wrenna Sault · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 606 · 6.00sAvatar B · Wrenna Sault · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 606 · 2.98s
test rig B (24G) · 24G VRAM rigAvatar B · Wrenna Sault · 1536×1024@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 1536×1024 · seed 606 · 21.62sAvatar B · Wrenna Sault · 1536×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1536×1024 · seed 606 · 11.06sAvatar B · Wrenna Sault · 1024×1024@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 1024×1024 · seed 606 · 7.06sAvatar B · Wrenna Sault · 512×512@64albedobaseXL_v21 · dpmpp_2m/karras · 64 steps · 512×512 · seed 606 · 3.89sAvatar B · Wrenna Sault · 512×512@32albedobaseXL_v21 · dpmpp_2m/karras · 32 steps · 512×512 · seed 606 · 1.98s

↓ 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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