<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Technical overview: how Lizard Native keeps Direct3D 12 inference resident]]></title><description><![CDATA[<p dir="auto">Lizard Native is Lizard's stable, Windows-first native provider. For a supported model, it uploads quantized tensors to GPU-resident buffers and executes decode through Direct3D 12 compute shaders. The model-fit decision happens before execution and uses the exact GGUF identity plus the machine's available memory.</p>
<p dir="auto"><img src="https://lizard-llm.qendryx.com/technical/lizard-native-architecture.webp" alt="Wireframe Lizard Native resident-weight architecture" class=" img-fluid img-markdown" /></p>
<h2>The layers</h2>
<ol>
<li><strong>Hardware and model-fit planning</strong> — CPU, memory, Direct3D 12 capabilities, model family, quantization, and live budget are evaluated before a native lane is selected.</li>
<li><strong>Resident model tensors</strong> — supported quantized weights stay in device buffers while the model is active instead of being reloaded for every request.</li>
<li><strong>Compute shaders</strong> — quantized operations run through Direct3D 12 compute; compiled shader artifacts are cached on disk.</li>
<li><strong>Memory discipline</strong> — residency is budgeted, and compatible UMA hardware can use a shared-memory path.</li>
<li><strong>Provider identity</strong> — a native row stays labeled Lizard Native. A llama.cpp or Ollama fallback is not reported as native.</li>
</ol>
<h2>The boundary matters</h2>
<p dir="auto">Lizard Native implements a tested native subset; it does not claim that every GGUF architecture and quantization runs on this provider. Unsupported combinations stay eligible for an explicit bundled llama.cpp or optional Ollama fallback.</p>
<p dir="auto">Read the complete layer map and comparison: <a href="https://lizard-llm.qendryx.com/technical-overview.html" rel="nofollow ugc">https://lizard-llm.qendryx.com/technical-overview.html</a></p>
<p dir="auto"><strong>Question:</strong> On your Windows hardware, is the limiting factor available memory, shader execution, model coverage, or per-token scheduling?</p>
]]></description><link>https://community.lizard-llm.qendryx.com/topic/30/technical-overview-how-lizard-native-keeps-direct3d-12-inference-resident</link><generator>RSS for Node</generator><lastBuildDate>Mon, 24 Aug 2026 01:37:22 GMT</lastBuildDate><atom:link href="https://community.lizard-llm.qendryx.com/topic/30.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 23 Jul 2026 05:42:14 GMT</pubDate><ttl>60</ttl></channel></rss>