Video summary
Qwen 3.8 - Local AI xHigh Thinking is SCARY 🤯
Main summary
Key takeaways
Summary of technological concepts, product features, and findings
What the video tests
- Qwen 3.8 “extra high thinking” mode with “all the prompts,” focusing on how well it generates:
- Large WebGL/GLSL code
- Interactive 3D/game UI
- when run locally.
- The creator uses massive token budgets (e.g., ~20k up to 140k–200k tokens) and compares:
- Quantization levels: Q4, Q8, Q9, Q10
- Sampling/temperature: temperature 0 vs 1
- Different inference backends/engines (and also a base MLX VLM test)
- “Thinking loops” behavior and how to mitigate them
Key problem: “thinking loops”
- The model sometimes enters a thinking loop, repeating the same thoughts/code many times.
- Effects:
- Very high token usage (e.g., 100k–200k tokens)
- Eventual runtime errors or degraded/unchanged output
- The video emphasizes that more tokens doesn’t guarantee better results if the model is looping.
Main feature/solution: “thinking loop detection”
- The creator uses a feature called a “thinking detector” (and mentions “expanded thinking detection”) that:
- Detects repeated thinking iterations
- Gracefully exits when a loop is found
- Practical outcomes:
- Prevents wasted generation tokens during speculative/extra-high thinking
- Example: a loop scenario that otherwise ran ~200k tokens can be reduced to roughly ~23k tokens with loop detection, while still producing good results
Quantization findings (Q4 vs Q9/Q10)
- Q4
- Often runs but shows more runtime errors in generated WebGL/GLSL shader/code
- Example: after ~50k tokens, looping was detected and loop detection exited early
- Q9
- Generally “luckier” / better quality with fewer visible failures in tested cases
- Q10
- Can produce impressive output, but at:
- much higher token cost
- slower runtime
- Also saw issues like an error (e.g., “error 17”) where the model might remake the error or avoid/fail to correctly apply fixes later
- Q10 runtimes were described as extremely expensive on a Mac (multi-hour scale for very large generations)
- Can produce impressive output, but at:
Temperature/sampling findings
- Temperature 0
- Described as “database-like” / more deterministic
- Generally better for code generation
- Temperature 1
- Caused worse looping behavior (“crazy loop”), even on models/backends tested
- Mitigation suggestion:
- Don’t rely on temperature randomness to escape loops
- Use thinking loop detection instead
WebGL/GLSL runtime errors and correction behavior
- The creator repeatedly observes shader/code errors such as:
- Undeclared identifier
- GLSL / WebGL shader issues
- “Null is not an object”
- “three buffer geometry compute bounding sphere”
- Nonfinite value at a specific line number (e.g., line 250)
- Important correction behavior:
- When asked to “fix” errors, the model sometimes claims it fixed them but doesn’t, or it introduces new issues
- In some experiments, feeding the error back helps, but repeated prompting may be needed
“Thinking limits” / stopping early
- The creator tests restricting thinking via a token limit for thinking.
- Result:
- The model often stops gracefully around a reasonable thinking token count (e.g., ~8k)
- Produces fewer total tokens and reduces loop risk compared to fully unconstrained extra-high thinking
Overall evaluation by task type (what worked / didn’t)
- Procedural face / MLX VLM-like UI demos
- Extra-high thinking sometimes works “out of the box” with good results
- But visual artifacts appear (e.g., hair/ears/geometry glitches)
- 3D human anatomy UI
- Low thinking produced a good anatomy viewer
- Extra-high thinking:
- used more tokens (~67k)
- avoided loops
- but still had UI/logic bugs (e.g., organs appearing/disappearing; missing connections)
- Game prototypes (3D platformers, GTA-like, Red Dead style, Final Fantasy-like, Mario-like, Outrun-like)
- Low thinking can be buggy/broken or have runtime errors
- Extra-high thinking can improve breadth/scale, but:
- risks loops and errors
- may require detectors and/or multiple correction prompts
- The model can generate impressive starter UI and interactive scenes, but is not reliably complete for full gameplay loops
Performance/compute observations
- Very large token runs can take hours locally (on a Mac).
- Reported throughput:
- ~27 tokens/sec with MTP (possibly higher/lower depending on debug settings)
Main speakers / sources
- Main speaker: the video creator (“Hey guys… welcome to the show”), running local experiments with Qwen 3.8 and testing quantizations Q4/Q8/Q9/Q10, plus MLX VLM and different engines.
- Model tested: Qwen 3.8 (local), including a base MLX VLM comparison in one test.
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