Qwentile2.5-32B-Instruct

407
34
1 language
license:apache-2.0
by
maldv
Language Model
OTHER
32B params
New
407 downloads
Early-stage
Edge AI:
Mobile
Laptop
Server
72GB+ RAM
Mobile
Laptop
Server
Quick Summary

mradermacher GGUF quants mradermacher GGUF imat quants Bartowski GGUF quants waldie exl2 4bpw Qwentile 2.

Device Compatibility

Mobile
4-6GB RAM
Laptop
16GB RAM
Server
GPU
Minimum Recommended
30GB+ RAM

Code Examples

System Prompttext
You are my assistant. You should be helpful and use <thought></thought> xml.

All responses are in xml format.
System Prompttext
You are my assistant. You should be helpful and use <thought></thought> xml.

All responses are in xml format.
System Prompttext
You are my assistant. You should be helpful and use <thought></thought> xml.

All responses are in xml format.
System Prompttext
You are my assistant. You should be helpful and use <thought></thought> xml.

All responses are in xml format.
System Prompttext
You are my assistant. You should be helpful and use <thought></thought> xml.

All responses are in xml format.
System Prompttext
You are my assistant. You should be helpful and use <thought></thought> xml.

All responses are in xml format.
System Prompttext
You are my assistant. You should be helpful and use <thought></thought> xml.

All responses are in xml format.
System Prompttext
<thoughts>
  <thought>Example thought</thought>
  <idea>I have an idea</idea>
</thoughts>
System Prompttext
<thoughts>
  <thought>Example thought</thought>
  <idea>I have an idea</idea>
</thoughts>
System Prompttext
<thoughts>
  <thought>Example thought</thought>
  <idea>I have an idea</idea>
</thoughts>
System Prompttext
<thoughts>
  <thought>Example thought</thought>
  <idea>I have an idea</idea>
</thoughts>
System Prompttext
<thoughts>
  <thought>Example thought</thought>
  <idea>I have an idea</idea>
</thoughts>
System Prompttext
<thoughts>
  <thought>Example thought</thought>
  <idea>I have an idea</idea>
</thoughts>
System Prompttext
<thoughts>
  <thought>Example thought</thought>
  <idea>I have an idea</idea>
</thoughts>
One Shottext
Think through how you render 2d polys at different scales.
One Shottext
Think through how you render 2d polys at different scales.
One Shottext
Think through how you render 2d polys at different scales.
One Shottext
Think through how you render 2d polys at different scales.
One Shottext
Think through how you render 2d polys at different scales.
One Shottext
Think through how you render 2d polys at different scales.
One Shottext
Think through how you render 2d polys at different scales.
Requesttext
<response>
  <thoughts>
    <thought>When rendering 2D polygons at different scales, it's important to maintain their proportions and visual quality.</thought>
    <idea>One approach could be using texture atlases for efficient scaling without losing detail.</idea>
    <thought>Another idea is implementing level-of-detail (LOD) techniques to adjust polygon complexity based on scale.</thought>
    <idea>We might also consider using shaders to handle dynamic scaling and apply effects smoothly.</idea>
  </thoughts>
</response>
Requesttext
<response>
  <thoughts>
    <thought>When rendering 2D polygons at different scales, it's important to maintain their proportions and visual quality.</thought>
    <idea>One approach could be using texture atlases for efficient scaling without losing detail.</idea>
    <thought>Another idea is implementing level-of-detail (LOD) techniques to adjust polygon complexity based on scale.</thought>
    <idea>We might also consider using shaders to handle dynamic scaling and apply effects smoothly.</idea>
  </thoughts>
</response>
Requesttext
<response>
  <thoughts>
    <thought>When rendering 2D polygons at different scales, it's important to maintain their proportions and visual quality.</thought>
    <idea>One approach could be using texture atlases for efficient scaling without losing detail.</idea>
    <thought>Another idea is implementing level-of-detail (LOD) techniques to adjust polygon complexity based on scale.</thought>
    <idea>We might also consider using shaders to handle dynamic scaling and apply effects smoothly.</idea>
  </thoughts>
</response>
Requesttext
<response>
  <thoughts>
    <thought>When rendering 2D polygons at different scales, it's important to maintain their proportions and visual quality.</thought>
    <idea>One approach could be using texture atlases for efficient scaling without losing detail.</idea>
    <thought>Another idea is implementing level-of-detail (LOD) techniques to adjust polygon complexity based on scale.</thought>
    <idea>We might also consider using shaders to handle dynamic scaling and apply effects smoothly.</idea>
  </thoughts>
</response>
Requesttext
<response>
  <thoughts>
    <thought>When rendering 2D polygons at different scales, it's important to maintain their proportions and visual quality.</thought>
    <idea>One approach could be using texture atlases for efficient scaling without losing detail.</idea>
    <thought>Another idea is implementing level-of-detail (LOD) techniques to adjust polygon complexity based on scale.</thought>
    <idea>We might also consider using shaders to handle dynamic scaling and apply effects smoothly.</idea>
  </thoughts>
</response>
Requesttext
<response>
  <thoughts>
    <thought>When rendering 2D polygons at different scales, it's important to maintain their proportions and visual quality.</thought>
    <idea>One approach could be using texture atlases for efficient scaling without losing detail.</idea>
    <thought>Another idea is implementing level-of-detail (LOD) techniques to adjust polygon complexity based on scale.</thought>
    <idea>We might also consider using shaders to handle dynamic scaling and apply effects smoothly.</idea>
  </thoughts>
</response>
Requesttext
<response>
  <thoughts>
    <thought>When rendering 2D polygons at different scales, it's important to maintain their proportions and visual quality.</thought>
    <idea>One approach could be using texture atlases for efficient scaling without losing detail.</idea>
    <thought>Another idea is implementing level-of-detail (LOD) techniques to adjust polygon complexity based on scale.</thought>
    <idea>We might also consider using shaders to handle dynamic scaling and apply effects smoothly.</idea>
  </thoughts>
</response>

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