Performance (tok/s and PP) or quality (model size)? Pick one.
In terms of GPU memory bandwidth (models fitting in the ~48GB of RTX 5000 Pro card), the RTX card I described above has over 2x the bandwidth of an M5 Max.
If leveraging system RAM (the 128GB-256GB outside the GPU) to run larger models, then the memory bandwidth is ~6x slower than M5 Max.
For models fitting in the ~48GB RTX memory, like dense Qwen3.5 27B models, the RTX will be 2-4x faster than M5 Max. For models that don't fit in the 48GB RTX memory, the M5 Max will be 5-20x faster.
Also worth considering future upgrades: Do you plan to throw away the machine in a few years, or pick up multiple used RTX 6000 Pro cards when people start ditching them?
Side note, I read that GrapheneOS project is having some challenges recently.. between [0]the Android kernel drivers no longer having their Git history of changes being released (only a code dump with no history) - and [1]one of Graphene's two core contributors being detained/conscripted into a war.
If you want consistency, you only need to convince everyone to switch to a single font renderer (e.g. freetype). That won't happen, though, because OS font renderers have quirks that cause them to render the same things in subtly different ways, and users have come to unintentionally expect those quirks. Even if rendering is 'better' in one app.. if it doesn't match the others or what the user is used to.. then it won't 'feel native'.
Maybe if what freetype is pushing for (fonts are WASM binaries) continues to take hold, and encompass more of fonts, we'll find more consistency over time though
I think a better UX for average consumer would be more a side-swiping filter menu similar to that of social media mobile apps, with different non-math style names "default blur", "circle blur", etc. Especially as more people do not use desktop computers today.
Also maybe LLM integration so you can just explain what you want done, then it does it, instead of needing to follow some tutorial to learn the software
FPV today is largely using ExpressLRS[0], an open protocol for running FPV quads' control links (also using esp32 usually)
Video for FPV quads on the other hand is divided: some use analog (mostly because when you lose signal, it's a gradual loss rather than complete loss + a reconnection process), while others use 802.11-based communication which is actually quite competitive. Walksnail Goggles for example use 802.11 for their video links, although not super open/documented people do dig into how it works (see Chris Rosser's work.) Latency is good enough with such setups for fast-paced competitive quad racing, at least
(1) Doesn't match the situation at all, because the law didn't require the paper to shutdown - it required a foreign company to divest so that it is US-owned, and the paper could continue operations as normal.
That's a pretty substantial difference.
(2) Also doesn't match the situation, there is no requirement that TikTok restrict the reach or audience of their content in any way AFAIK.
(3) The situation is more akin to "foreign government owns the local library, and can decide based on the identity of the person walking in which books the person is allowed to see and check out" - seems obviously problematic at least /if they do that/
Meta's entire business model is to own users and their content.
Whether it be Facebook, Instagram, Threads, Messenger, WhatsApp, etc. their focus is to acquire users, keep them in their platforms, and own their content - because /human attention is fundamentally valuable/.
Meta owns 40% of the most popular social media platforms today, but their attention economies face great threats: YouTube, TikTok, Telegram, WeChat, and many more threaten to unseat them every year.
Most importantly, the quality of content on these platforms greatly influences their popularity. If Meta can accelerate AI development in all forms, then it means the content quality across all apps/platforms can be equalized - video on YouTube or TikTok will be no more high quality than on Facebook or Instagram. Messages on Threads will be no more engaging than that on Twitter. Their recent experiments with AI generated profiles[0] signals this is the case.
Once content quality - and luring creators to your platform - are neutralized as business challenges that affect end users lurking on the platform and how effectively they can be retained, then it becomes easier for Meta to retain any user that enters their platforms and gain an effective attention monopoly without needing to continue to buy apps that could otherwise succeed theirs.
And so, it is in their benefit to give away their models 'for free', 'speed up' the industry's development efforts in general, de-risk other companies surpassing their efforts, etc.
In Iowa, it is legal for (US citizen) children as young as the age of 12 to work on farms, for an unlimited number of hours, so long as their parents grant permission and they do not miss school. They have so far been unsuccessful at legislating to raise the age limit from 12 to 14[0] as the Children's Act for Responsible Employment act has failed to pass, due to strong opposition from agricultural industry groups.
Many of these children are pressured into it by parents who have no other financial options, as described in the video I linked above.
Teenagers young and older are definitely still working on fields here in the US[0], and also a good portion now work the processing facilities instead[1][2].
Whether it qualifies as 'an honest day's work' these days - or a cruel and punishing existence - I'll leave for you to decide.
2. It's very much still alive and well today, not 'cancelled'
3. We never even used WebGPU in Rust, this was before WebGPU was really a thing.
It is true that we looked elsewhere for a better language for us with different tradeoffs, and have since fully embraced Zig. It's also true that we were big proponents of WebGPU earlier on, and have in recent years abandoned WebGPU in favor of something which is better for graphics outside the browser (that's its own worthwhile story)..
But we've never played /any/ role in the Rust gamedev ecosystem, really.