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🖥️ AI Rig: 8x RTX 3090 (192GB VRAM)
256GB RAM · Threadripper 3975WX
Daily driver: M1 Pro
🤖 I build local-first AI agents + LLM infra
EXL3 · MoE offloading in open-source project-maya
💼 Open to paid agent & infra work. DMs open.
🎮 Also here for fitness, gaming, anime (Naruto forever), Marvel, music, movies, 3D printing, and getting into VR/AR dev.
day-vault parts list:
- 8x RTX 3090 (3 Dell, 2 Zotac, EVGA, ASUS, FE), 160w cap
- Threadripper PRO 3975WX (going in soon)
- Gigabyte MC62-G40, one slot bifurcated
- 224GB DDR4 (7x32, 8th slot dead lol)
- 1600w + 850w PSU via add2psu
- 4TB WD SN5000 + 512GB drive
- new rack soon
where to grab the main parts:
board (mc62-g40): newegg.com/p/pl?d=mc62-g40
cpu (3975wx): amazon.com/dp/B08V5H7GPM
add2psu: amazon.com/dp/B0794KMV4B
4tb sn5000: amazon.com/dp/B0D7MLB76V
3090s are all used, ebay is the move
Day retweeted
Marcus Aurelius wrote this over 1800 years ago:
“Do not disturb yourself by imagining your whole life at once.”
Day retweeted
If you're not in AI and need to understand what's happening:
This year we've went from Super Nintendo to PS5 in 6 months
finished the 8x3090 build and now the thing holding it back is my house wiring. every card stays power limited until an electrician comes out
favorite part of letting an agent run is reading the summary and finding out what it decided i wanted
built a kanban board for every project on my team's internal site. funny watching agent tools land on the exact same columns
the deepseek 1017 recipe going around was built for two dgx sparks. i have a pile of 3090s and way too much optimism. gonna try porting it anyway
Day retweeted
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.










