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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 stays continuity_mcp). It is not continuity-mcp — that name on PyPI belongs to an unrelated project, so do not uvx continuity-mcp.

Until the first release lands, install straight from the repo — this works today:

uvx --from git+https://github.com/linxuhao/Deepseek-Continuity continuity-setup

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.

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, four lines from one voice description:

pitch spread across 4 lines
straight to the model (default sampling) 125 Hz
straight to the model, greedy decoding 242 Hz — worse
through Continuity (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).

2. Degenerate output is refused. A backend that miscomputes returns a perfectly well-formed all-zero WAV, or a flat grey PNG, with HTTP 200. Every artifact is checked (image standard deviation, audio RMS, non-finite samples) and the call fails loudly rather than reporting success over garbage. Cutouts additionally get a quality report — mostly transparent, nothing removed, subject shattered into fragments, holes eaten through the subject — each with a specific warning instead of a silent pass.

Plus remove_bg: diffusion models draw "transparent background" as an opaque checkerboard; this turns it into a real RGBA cutout, which sprites require. And gen_sfx, which synthesizes sfxr-style game SFX procedurally — bit-identical for a given seed, milliseconds, no GPU — because a diffusion model is the wrong instrument for a 40 ms coin pickup.

Tools

19 tools. Everything returns absolute local file paths, not URLs — the agent and the engines are on the same machine, so a path can go straight into your game project without a download step, and there is no file server to run or misconfigure.

voice create_actor import_actor actor_tts list_actors delete_actor generate_speech
look create_character create_animal create_object import_subject subject_image list_subjects delete_subject generate_image
audio generate_music gen_sfx
post remove_bg slice_sheet
meta continuity_status

generate_image and generate_speech exist for one-offs and say so in their own descriptions: they explicitly tell the agent that what they produce will not come back on the next call, and point at the pinning tools for anything recurring.

Limits, and why each one exists

Every number here is a measured failure boundary, not a policy.

limit value what happens past it
line length 200 chars 600 chars wedged the GPU: amdgpu GPU reset(6), device lost, an unrelated process on the other card killed. 200 is half the largest known-safe value.
reference audio 15 s ~0.19 GiB VRAM per second: 15 s → 6.59 GiB, 30 s → 9.04 GiB. 15 s is the last value that stays under the image peak, so voice never becomes the ceiling. One value for every card — 3–10 s is already enough to pin a timbre, so a bigger cap on bigger cards would only mean "this clip imports on my machine and not on yours".
casting script 45 chars It produces the reference audio, which is then re-read on every later line. Char count is a bad proxy (60 chars measured 19.1 s, not the 13.7 s the ratio predicts), so the real duration is checked after casting and reported.
image size 1024 px 1280 pushed VRAM to 14.5/16.4 GiB; 2048 sent the driver into restore_userptr_worker thrashing with the process stuck in uninterruptible D state — worse than a clean OOM.
music length 120 s Not a safety limit: the engine silently truncates at 120 s and reports success. The limit turns that into an explicit clamped field.

Imported audio below 24 kHz is accepted but flagged: upsampling cannot restore the octave that was thrown away, so the clone comes out duller than the file you gave it. That is worth a warning rather than a silent pass — it is the same failure shape as everything else this plugin exists to catch.

Oversized inputs are handled differently by type, on purpose. An image that is too large is resized and the result is reported back to you (原图 2400x1600 → 存为 1024x682) — a scaled picture still depicts the same thing. Reference audio that is too long is rejected, not trimmed: cutting the tail off the audio would leave the transcript describing something the audio no longer says, and that alignment is exactly what the cloning depends on. Trimming it silently would hand you an actor that imported successfully and sounds like someone else.

Bring your own backend (optional)

Local engines are the default, but every backend is a URL (SD_SERVER, AUDIO_SERVER). Point them at your own server and the local models are never loaded. One constraint if you do: the audio engine resolves the reference-audio path itself, so it must see the same actors directory (same machine, or a shared mount).

The image backend must accept a reference image (FLUX.2-style native ref_images, IP-Adapter, or PuLID for faces). Without it, identity pinning cannot work — and the plugin says so instead of silently degrading.

Prior art

A survey of the current MCP ecosystem — MiniMax-MCP, openrouter-mcp-multimodal, AtlasCloud, the dsh vision/draw plugins, and four game-asset servers — found voice cloning in several, visual subject pinning in none, and output verification in none.

Layout

bundle/   dsh bundle (npm) — one plugin row; dsh spawns and supervises the MCP server
src/      the MCP server: pinning, guardrails, verification, cutout, VRAM lifecycle
src/continuity_mcp/deploy/   compose + engine Dockerfile + weight manifest

License

MIT

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