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Sure thing. There's a bunch of ways to do it, but here's some quick notes on what I did.

* arch linux has tons of `rocm` packages. I installed pretty much all of them: https://archlinux.org/packages/?sort=&q=rocm&maintainer=&fla...

* you also need this one package from AUR: https://aur.archlinux.org/packages/opencl-amd

* llama.cpp now has GPU support including "CLBlast", which is what we need for this, so compile with LLAMA_CLBLAST=ON

* now you can run any model llama.cpp supports, so grab some ggml models that fit on the card from https://huggingface.co/TheBloke.

* Test it out with: ./main -t 30 -ngl 128 -m huginnv1.2.ggmlv3.q6_K.bin --color -c 2048 --temp 0.7 --repeat_penalty 1.1 -n -1 -p "### Instruction: Write a story about llamas\n### Response:"

* You should see `BLAS = 1` in the llama.cpp output and you should get maybe 5 tokens per second on a 13b 6bit quantized ggml model.

* You can compile llama-cpp-python with the same arguments and get text-generation-ui to work also, but there's a bit of dependency fighting to do it.

* koboldcpp might be better, I just haven't tried it yet

Hope that helps!

Edit: just tried https://github.com/LostRuins/koboldcpp and it also works great. I should have started here probably.

Compile with `make LLAMA_CLBLAST=1` run with ` python koboldcpp.py --useclblast 0 0 --gpulayers 128 huginnv1.2.ggmlv3.q6_K.bin`



Text gen ui is nice. Some specific nicities include pre formatted instruct templates for popular modules, good prompt caching from llama-cpp-python, and integration of a vector db.

But its also finicky, kinda unstable and the dependencies are tricky.

Koboldcpp has other nicities, like some different generation parameters to tweak and some upstream features pulled in from PRs before the official llama.cpp release has them. The UI is nice, predating llamav1. Its standalone, dead simple to compile and has integration with AI Horde, which is (IMO) a huge essential feature.




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