linxuhao/Deepseek-Continuity ↗★ 2
dsh-plugin-continuity
Local image/voice/music/SFX for DeepSeek Harness with asset consistency: the same character stays the same character across calls, degenerate output is refused, and the GPU is untouched when idle.
安装
npx -p @deepseek-ai/dsh dsh plugin --profile web add github:linxuhao/Deepseek-Continuity说明文档
阅读完整 README ↗场记 / Continuity
A DeepSeek Harness plugin that gives an agent local image / speech / music / SFX generation and remembers what it made — the same character stays the same character across every call, and a failed generation is never allowed to pass as a success.
Runs locally. Models are lazy-loaded per request and released when idle, so when you are not using it the GPU is untouched — 0.21 GiB resident, measured. You can play a game on the same card.
场记 is the continuity supervisor on a film set. Their entire job is two things: make sure the costume, hair and props match between takes, and catch the mistake on set before it is cut into the film. That is exactly this plugin's job.
Install
uvx --from dsh-continuity continuity-setup
That one command does the whole backend: preflight → build the engines → fetch only the weights this machine can use → start them.
The PyPI distribution is
dsh-continuity(the import name stayscontinuity_mcp). It is notcontinuity-mcp— that name on PyPI belongs to an unrelated project, so do notuvx continuity-mcp.To run from source instead:
uvx --from git+https://github.com/linxuhao/Deepseek-Continuity continuity-setup
Then add the plugin to your dsh profile. dsh plugin shells out to pnpm, so install that
first if you have not (corepack enable pnpm); without it the command stops at
pnpm not found on PATH:
dsh plugin --profile add dsh-plugin-continuity
Add it to a profile that already has an app bundle. If you point it at a new profile, dsh
creates one containing only @deepseek-ai/dsh-base plus this plugin — no app, so booting it
does nothing and hangs. Add the app yourself in
~/.dsh/profiles//package.json:
"dsh": { "profile": { "bundles": [
"@deepseek-ai/dsh-base", "@deepseek-ai/dsh-headless", "dsh-plugin-continuity"
] } }
The bundle reads its settings from the environment, so export what continuity-setup printed
for your machine before booting the profile:
export CONTINUITY_STATE_DIR=~/.continuity
export CONTINUITY_SD_SERVER=http://127.0.0.1:9020
export CONTINUITY_AUDIO_SERVER=http://127.0.0.1:9021
To wire it by hand instead — continuity-setup prints this block filled in for your machine:
- insert:
- id: continuity
name: '@deepseek-ai/dsh-mcp-client'
config:
serverName: continuity
transport: stdio
command: uvx
args: ['--from', 'dsh-continuity', 'continuity-mcp']
env:
CONTINUITY_STATE_DIR: !!js process.env.CONTINUITY_STATE_DIR ?? ''
SD_SERVER: !!js process.env.CONTINUITY_SD_SERVER ?? ''
AUDIO_SERVER: !!js process.env.CONTINUITY_AUDIO_SERVER ?? ''
(the complete row, with every passthrough documented: bundle/cordis.patch.yml)
continuity-setup checks the machine before it downloads anything, and sizes the install to
what it finds. Run continuity-setup --check first to see what it would do — that reads
hardware and changes nothing:
体检结果:
GPU AMD Radeon RX 7800 XT (RADV NAVI32) (16.0 GiB, 此刻可用 15.8 GiB, DISCRETE_GPU, vulkan device 1)
未选 AMD Radeon RX 7900 XTX (RADV NAVI31) (24.0 GiB, 此刻可用 1.4 GiB)
跳过 llvmpipe —— 软件渲染, 不是真显卡
内存 30.9 GiB
磁盘 3118.4 GiB 可用 / 需要 30 GiB
生图 启用
音频 启用
抠图默认档 best
Two details in there that exist because the naive version is wrong:
- It skips
llvmpipe. The software rasterizer advertises 30.9 GiB of "VRAM" (it is your system RAM) and would win any "pick the biggest card" contest. Everything would then run on the CPU — working, looking completely normal, and unusably slow. - It picks by free VRAM, gates by total VRAM. On the machine above the 24 GiB card has 1.4 GiB actually free because another process holds it; picking by size would select it and then OOM. But "is this card good enough" is a hardware question, so that one uses the total — otherwise a 16 GiB card would be rejected for having a game open.
Minimum requirements
| Minimum | Notes | |
|---|---|---|
| GPU | 8 GiB VRAM | Peak is 6.80 GiB (measured). Requests are serialized, so peak is one model, not the sum. |
| GPU API | Vulkan 1.2+ | No CUDA, no ROCm. Kernels are SPIR-V compiled at runtime. |
| Disk | 30 GiB during install, 19.5 GiB after | 17.4 weights + 2.1 runtime image + 8.5 build layers (reclaimable). |
| Host RAM | 16 GiB (8 GiB workable — see below) | Driven by transient peaks, not idle. |
| CPU | any x86-64 | Background removal runs on CPU. |
Audio-only installs (see below) need 20 GiB during install, 9.5 GiB after.
All VRAM/RAM figures on this page are GiB (2³⁰ bytes), which is what rocm-smi and
vulkaninfo report. An earlier version of this README labelled them GB; that was wrong and
made the headroom look tighter than it is.
Vulkan instead of CUDA is not a preference — it is why this runs at all. ROCm miscomputes VAE decode on this GPU class (ROCm#6633): five decodes of identical input returned five mutually uncorrelated results. Vulkan/RADV compiles SPIR-V at runtime instead of looking up a per-arch kernel table, and is correct and faster here. The side effect is portability across all three vendors.
GPU vendors
| How the container gets the GPU | Status | |
|---|---|---|
| AMD | /dev/dri + mesa RADV inside the image | Tested (RX 7800 XT, RX 7900 XTX) |
| Intel | /dev/dri + mesa ANV inside the image — same mechanism | Untested |
| NVIDIA | nvidia-container-toolkit injects the host driver (docker-compose.nvidia.yml) | Untested |
I only have AMD cards, so I will not claim more than that. Nothing in the code is
AMD-specific — no CUDA, no ROCm, no HIP, no /dev/kfd, no gfx targets — and ggml's Vulkan
backend is widely run on NVIDIA. But "widely run" is not "I verified it".
The NVIDIA path is a genuinely different wiring, not just a different card: NVIDIA's Vulkan
ICD lives in the host driver and must be injected by nvidia-container-toolkit, with
NVIDIA_DRIVER_CAPABILITIES including graphics — the default compute,utility gives you
working CUDA and an empty device list in Vulkan. continuity-setup detects NVIDIA, uses the
right compose overlay, and tells you the path is unverified. Reports either way are welcome.
Host RAM in detail
Idle is negligible; the peaks are what sizes the machine.
| operation | peak RSS |
|---|---|
| idle | 0.52 GiB |
| music | 0.50 GiB |
| speech | 1.63 GiB |
| image (1024²) | 4.94 GiB |
remove_bg quality="best" | 7.74 GiB |
remove_bg quality="fast" | 1.33 GiB |
Background removal is the ceiling, and its cost is independent of input size — 256 / 512 / 1024 px all peak at ~6.8 GiB, because BiRefNet runs at a fixed internal resolution.
On 16 GiB everything works. Below 12 GiB, continuity-setup sets the default to
quality="fast" (u2netp): peak drops to 1.33 GiB and it runs in 0.6 s instead of 7.2 s. On a
typical game sprite the two are hard to tell apart by eye — checked side by side over a magenta
backdrop with the edges zoomed. best remains the default where there is room, because the
models do differ in principle on fine edges (hair, semi-transparent fringes), but treat fast
as a legitimate choice rather than a degraded fallback.
One rule, not a tier list
Jobs are serialized, so at any moment exactly one model is needed. Everything else is released before the job starts. That is the whole VRAM policy. (The one exception is a split deployment: if the image backend is on a different host from the audio one, they are not competing for a card, so nothing is released — freeing local VRAM for a remote job buys nothing and costs a reload.)
It buys a property worth more than a few saved seconds: peak VRAM is a constant 6.80 GiB regardless of what you call, in what order. Measured over an alternating speech→image→speech→image sequence:
| peak | speech | image | 6 calls | |
|---|---|---|---|---|
| keep models resident | 10.94 GiB | 2.8 s avg | 11.5 s | 42.9 s |
| release what isn't needed | 6.79 GiB | 4.8 s | 11.6 s | 49.2 s |
Keeping them resident is 16% faster and does not fit an 8 GiB card — and "voice a line, then draw something" is the most ordinary sequence there is. An earlier version of this README quoted 7.84 GiB for that overlap; that came from a lighter sequence I happened to test, and using it as the ceiling was wrong. A cloned voice keeps its reference audio resident too, which is where the rest comes from.
What the reload actually costs: 4.8 s instead of 1.2 s, and only on the first call after switching away. Ten dialogue lines in a row pay it once:
第 1 句 4.63s 之后九句平均 1.19s 十句合计 15.4s
So there is no VRAM tier list, and no 12 GiB threshold. Above 8 GiB every card behaves identically. Below 8 GiB the installer explains why image generation will not fit and asks whether to install the audio half alone — it does not quietly substitute a different product:
生图 显存不足
Fake GTX 1060 只有 6.0 GiB, 而生图实测峰值 6.80 GiB, 需要 8 GiB。
换更小的生图模型省不下这部分 (Q4 与 Q8 峰值相同 6.60 / 6.59), 降分辨率也不行
—— 瓶颈是那个 8 GiB 不量化的文本编码器。
音频那半仍然可以装: 铸声/配音/音乐/音效/抠图都能用, 4 GiB 就够。
⚠️ 这张卡装不了生图那半。
只装音频那半 (铸声/配音/音乐/音效/抠图)? [y/N]
The audio-only install is a real product, not a consolation prize: casting voices, dialogue, music, SFX and cutout all work in 4 GiB.
What does not adapt at all: the image model. Quantizing it does not move VRAM — Q4_0 (2.29 GiB of weights) peaks at 6.60 GiB, Q8_0 (4.01 GiB) at 6.59 GiB, identical. Lowering resolution does not help either (512 / 768 / 1024 all peak the same; only time changes). The bottleneck is the 8 GiB unquantized 4B text encoder. So there is no "medium" image tier to offer, only installed or not. (Q4_0 ships anyway — same VRAM, 1.7 GiB less disk.)
Going below 8 GiB for images means changing the text encoder or the model family. That is
possible, but it moves identity pinning from native ref_images to IP-Adapter, which is
not verified here — and identity pinning is the whole point.
The one thing that does still key off a resource is host RAM, and it is a different resource:
below 12 GiB RAM the cutout default drops to quality="fast" (see above).
Zero residency
Measured on an RX 7800 XT with nothing else on the card:
| GPU | |
|---|---|
| idle | 0.21 GiB |
| during image generation | 6.80 GiB |
| 2 s after it finishes | 0.21 GiB |
| during TTS | 2.39 GiB |
| 120 s after TTS | 0.21 GiB |
Images are free: the engine streams weights per request and never keeps them resident.
Audio is released by an idle timer (AUDIO_IDLE_UNLOAD_S, default 120 s) — not immediately,
because someone voicing ten lines in a row should not pay a reload each time. Reload costs
nothing measurable: the same TTS request took 3.0 s both cold and warm, because weights are
mmap'd and sit in page cache.
Requests are serialized and everything unneeded is released first, so peak = the single largest model, always. The idle timer covers the one case the rule cannot: after the last job there is no next job to trigger a release, so the timer does it. Closing the agent releases the VRAM too — the MCP server unloads on exit rather than leaving the engines holding it.
Two things it actually does
1. Identity survives across calls. Generation backends are stateless: ask for the same character twice and you get two people who merely resemble each other. Measured on Qwen3-TTS as pitch spread across four lines of one character — same voice description, same lines, the only variable being whether a reference was pinned:
| voice under test | straight to the model | through Continuity |
|---|---|---|
| a bright narrator | 125 Hz | 5 Hz |
| an elderly gravelly voice | 74 Hz | 29 Hz |
Two different voices, two different magnitudes, same direction. Read the ratio, not the
headline number — how far a description drifts depends on the description. And treat f0
spread as a proxy, not the verdict: autocorrelation pitch tracking makes octave errors on low
gravelly voices (an earlier run of the table above reported 76 Hz where the octave-corrected
figure is 29), so the numbers above anchor each line's search range to the reference. The real
acceptance test is listening to the audition clip, which is why create_actor hands you one.
What the number cannot show is the part that matters most: the drift is not random.
| pitch spread across 4 lines | |
|---|---|
| default sampling | 125 Hz |
| greedy decoding | 242 Hz — worse |
| pinned reference | 5 Hz |
Under greedy decoding the seed is provably inert — seeds 5 / 99 / 777 produced one identical
sha256 — so randomness was fully eliminated, and it still drifted 242 Hz. Identity is a
function of the input text, not of the random draw. temperature=0 and top_k=1 cannot fix
it. Only pinning to a reference artifact can.
create_actor(name, voice) -> audition clip; listen before you commit
actor_tts(actor, text) -> same timbre every line
create_character / create_animal / create_object (name, appearance)
subject_image(subject, scene) -> same look, new scene / angle / outfit
Identity and wardrobe are separate: pin the face and build, then change clothes in the scene
prompt. A reference in an indigo robe, asked for wearing heavy red armor, comes back in
armor with the same face.
Already cast your character somewhere else? import_actor and import_subject pin an
artifact you supply — a real voice recording, an ElevenLabs clip, a character sheet from
another tool — and everything downstream behaves identically. Audio is normalized to 24 kHz
mono for you (44.1 kHz stereo in, verified: reference f0 identical, and an imported actor
tracks a natively-cast one to 11 Hz).
Looking at what it made
The pinning tools tell the agent to look at the reference before committing to it. So they return the image, not just its path — a 512 px JPEG (~35 KB) alongside the text, as MCP image content. There is no VLM in this plugin and there will not be one: a vision model wants its own VRAM, which would destroy the property that peak = the single largest model, and the 8 GiB floor rests on that. The harness already has a model; hand it the picture instead of running a second one.
Verified end to end on dsh 0.1.1-rc.1 with the vision model — plain deepseek-v4-flash
does not accept images and answers INVALID_REQUEST: This model does not support image:
- id: agent-default-model
config:
provider: deepseek-official
model: deepseek-v4-flash-vision-exp
Asked to pin "a square metal lantern with EXACTLY FIVE blue glass panels and a green handle" and then check the render against that description item by item, the agent answered:
面板数量 — 不符合。 图中实际可见的是 4 块蓝色面板(正面 2 + 右侧面 2),并非 5 块。 而且从"每面 2 块"的网格规律看,若其余两面同规格,总数应为 8 块。
It counted, it disagreed with the prompt it had just been given, and it said what it actually saw. That is the loop the statistical checks cannot close: they catch a grey PNG, this catches "that is not the thing I asked for."
On a model without image input the block degrades to [image unavailable] and the run
continues normally — observed on dsh, not assumed; the agent then says it received no image
rather than guessing from appearance. CONTINUITY_INLINE_IMAGES=0 sends text only.
One older caveat, corrected: an earlier experiment here had a self-hosted 27B VLM score 9/9/10 on chest renders whose lids were visibly the wrong shape, and I had written that off as "VLM judges are blind to geometry". The panel-coun