Video summary
Qwen 3.8 27B Quantizations Q1 - Q8 compared
Main summary
Key takeaways
Product reviewed
- Qwen 3.8 (27B) / Qwen 3.8 27B quantizations (EnSoft model tested): comparisons across IQ1M, Q2 KXL, Q3 KXL, Q4 KXL, Q5 KXL, Q6 KXL, Q8 KXL.
Testing approach & tasks
Each selected “best-of” quantization was run through multiple tests:
- Canban (web-based task)
- Blender (MCP challenge): create “Starfall lantern” with lighting/textures; evaluated by delivered Blender result + screenshots when provided
- Godot (MCP challenge): build a 3D platformer with moving platforms; evaluated by gameplay functionality
Reasoning X high was used for all quantizations to give them the best chance.
Key results (by quantization)
Q8 KXL
Canban
- 84.8% context used
- UI/interaction issue: an edit-card window popped up immediately and couldn’t be dismissed; required one extra intervention/prompt to fix.
- Otherwise produced a “pretty good” and feature-complete project; expected “faded preview” behavior.
Blender (lantern)
- 54.9% context used, no compaction
- Best visual quality: good textures, convincing glass transparency, lighting; overall strong asset.
Godot (platformer)
- 49.8% context used after compaction
- Game mechanics largely working and reviewable.
- Issues noted: Z-fighting on platforms.
- Interrupt used because state was “good enough” to review.
Overall take: highest quality visuals/functionality, but not flawless; some interaction glitches (Canban) and visual artifacts (Godot).
Q6 KXL
Canban
- 80.8% context used
- Errors: couldn’t move card/column initially; errors occurred, then model fixed them after being given the errors.
- UI similar to Q8; “one error along the way” mentioned.
Blender
- 55.3% context used, no compaction
- Delivered a good lantern, but not as good as Q8 (less impressive textures; still functional).
Godot
- Required 2 compactions, 92% context used (more costly)
- Inverted look up/down initially; fixed after prompt.
- Issues: Z-fighting; a panel blocking view in one place.
- Game still playable to end.
Overall take: solid quality, but less efficient and more issues than Q5/Q4/Q8 in some areas.
Q5 KXL
Canban
- 84.1% context used
- No errors during the run
- Functional UI; minor UI weirdness: a blue filter banner at top (suspected filter banner; user unsure).
Blender
- 34.2% context used (very efficient)
- Screenshots missing initially (model said it looked great, then screenshots weren’t shown); later images were provided.
- Glass looked strangely angled (possibly design/stylistic but likely wrong).
- Still delivered images/results.
Godot
- 76.9% context used, 1 compaction
- Multiple control issues corrected via prompts:
- inverted movement axes (up/down and forward/back)
- initially couldn’t collect orbs; later appeared functional
- Stopping point: model uncertain about jump; reviewer ended before final full validation.
- Final state: mechanics worked (orbs/key collection, hazard boxes, respawn), but lighting/performance weaker.
Overall take: best blend of reliability on Canban and decent creative output; artifacts/uncertainty remain in harder Godot scenarios.
Q4 KXL
Canban
- 86.8% context used
- One-shot success
- UI/functionality good; minor issue: icon in search field overlaid on placeholder.
Blender
- 81.2% context used
- One-shot, no interaction
- Lantern looks less textured than Q8; inside glow not visible.
- Overall acceptable and “pretty good.”
Godot
- 78% context used, 1 compaction
- Required interruptions when model’s in-context testing was wrong.
- Issues fixed via prompts:
- reversed movement controls early
- not locked to facing direction
- reversed backward/forward later
- Remaining gameplay defect: moving platform teleports at end; animation loops not correct.
Overall take: often the “sweet spot”: reliable and balanced, with manageable imperfections.
Q3 KXL
Canban
- 87.2% context used
- One-shot
- Feature-complete after interaction; some null value observed on card creation until entering card and adding fields (then functional).
- Reviewer states result is “quite nice.”
Blender
- 88.8% context used
- Required one extra prompt
- No screenshots delivered (initially).
- After compaction, 23.3% context used (but it used tokens earlier).
- Issues: hook on top incorrect, but overall looks better than Q4 (reviewer opinion).
Godot
- Failed: repeatedly crashed the program; after this, opening the project crashes instantly with warning.
Overall take: good on Canban and Blender, but not usable for Godot.
Q2 KXL
Canban
- 68.2% context used after compaction
- One-shot with no intervention
- Fully functional, no errors.
- Strong surprise: reviewer expected loops/errors at lower quantization.
Blender
- Initially 47.2% context used, no screenshots; after requesting screenshots, 52.2% context used
- Glass transparency not visible (less impressive), but:
- “quick”
- fits well on GPUs
- “pretty good for Q2”
Godot
- No-go:
- got stuck in a loop (reviewer tried to escape repeatedly; couldn’t).
Overall take: highly viable on Canban and Blender, but fails on Godot due to looping.
Q1 (IQ1M) KXL
Canban
- Explicitly unable: enters a loop over a plan endlessly; can’t be recovered.
Blender
- Also fails: tool usage errors (bpy.data delete call), then loops; doesn’t complete the task.
Godot
- Instantly goes into looping behavior after connecting to tools; no progress.
Overall take: not recommended; “no-go” across tasks tested.
Pros (unique points mentioned)
- Q2 can be surprisingly viable for non-complicated web-based tasks (Canban) with one-shot success and no errors.
- Higher quantization (Q5/Q6/Q8) generally improves output quality on creative/visual tasks.
- Q4 described as a reliably balanced “sweet spot” for quality vs speed on complex work.
- Q8 and Q4 perform well on Blender asset creation (best lantern look quality especially Q8).
- Efficiency: Q5 showed low context usage on Blender (34.2%) and generally stable Canban runs.
Cons (unique points mentioned)
- Q8: Canban interaction glitch (dismissable edit card window issue); Godot has Z-fighting.
- Q6: more computation cost (high token usage, multiple compactions on Godot); some UI/logic issues requiring error prompts.
- Q5: UI banner oddity on Canban; Blender had glass panel angle issues; Godot had uncertainty about jumping and some performance/lighting limitations.
- Q4: Godot moving platform defects (teleporting at end, incorrect animation loops); minor Canban search icon overlay.
- Q3: Godot crashes repeatedly; Blender needs extra prompt and has a wrong hook element.
- Q2: works well on Canban/Blender but loops on Godot (complete failure).
- Q1: heavy quantization leads to endless loops on all major tasks tested.
Comparisons & key takeaways from the reviewer
- Quality vs quantization level is task-dependent:
- Web/Canban (simpler): Q2 is surprisingly usable; Q1 is useless.
- Creative/visual (Blender): quality increases toward Q5/Q6/Q8, with Q4 as a good balance.
- Game building (Godot, harder mechanics): lower quantizations (Q1/Q2/Q3) fail, while Q4/Q5/Q6/Q8 can produce playable results (with varying defects).
- For speed/fit: reviewer notes Q2 can fit on a 16GB GPU and is efficient enough for practical use in less complex tasks.
Quantization ranking implied (by outcome)
- Best overall quality (in tested scenarios): Q8 (especially Blender)
- Best balance: Q4
- Promising practical middle: Q5
- Usable but more costly / more issues: Q6
- Mixed/unstable: Q3 (good on Canban/Blender, fails on Godot)
- Surprisingly viable but limited: Q2 (good on Canban/Blender; loops on Godot)
- Not usable: Q1
Verdict / recommendation
- Non-complicated web-based tasks (like Canban): Q2 KXL is viable and surprisingly reliable (avoid Q1).
- Creative quality (Blender-style assets): choose Q5–Q8, with Q4 as the “sweet spot” if you want decent quality without the highest resource use.
- Harder interactive mechanics (Godot platformer): stick to Q4+ (Q4/Q5/Q6/Q8); lower quantizations often fail/loop/crash.
Speakers / views
- Single primary speaker (Luke’s Dev Lab): all observations, testing outcomes, and conclusions are from one reviewer.