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![](https://infosec.pub/api/v3/image_proxy?url=https%3A%2F%2Flemmy.dbzer0.com%2Fpictrs%2Fimage%2F321dfa39-f965-408f-af85-d7ea6cfef00b.png)
😀 I’m also on that fork, just noticed v1.5.0 states SDXL support. Thanks for the update!
😀 I’m also on that fork, just noticed v1.5.0 states SDXL support. Thanks for the update!
Interesting, thanks for the link!
Thanks. Sounds like I’ve got more reading to do 😃
Hi, I have a 6800xt
Thankyou 👍, hopefully community solutions will crop up soon enough. Personally I’m by no means an expert user, I only recently started to play with sd1.5 locally. I have a 6800xt and while it does work with a fork, as you say the experience is quite flaky (inpainting did not work at all without playing with the startup commands, which in turn seems to have caused issues with clearing the vram), and not nearly as fast as what NVIDIA card seem to deliver. Still I was hopeful there would be more adoption of amd cards as a recent driver update mentioned “significant” improvement in directML performance for the 7900xt, just have to wait and see I suppose!
Great work! Can see a lot of effort went into that. Was the shading for the flat armour panels dry brushed or stippled? Looking at the left thigh specifically
I feel like I’m on the verge of the same revelation but not quite getting there. What was the tipping point for you?
Given every script that inherits the interface needs to provide its own method still, it feels like there’s always an alternative to using interfaces to me but I’m sure I’m not seeing the full picture. It does also feel odd to have a floating c# script that isn’t attached to anything for the interface itself. I always wonder how exactly Unity/the game knows of its existence but I guess it’s keeping a track of every file in the project folder(s).
Also have a 6800xt, 32gb ram. SDXL 1.0 running with A1111, but I can only generate images using --medvram. This is on windows admittedly.