[HN Gopher] Windows ML is generally available
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       Windows ML is generally available
        
       Author : sorenjan
       Score  : 56 points
       Date   : 2025-09-25 20:11 UTC (2 days ago)
        
 (HTM) web link (blogs.windows.com)
 (TXT) w3m dump (blogs.windows.com)
        
       | MrCoffee7 wrote:
       | How does Windows ML compare to just using something like Ollama
       | plus an LLM that you download to your device (which seems like it
       | would be much simpler)? What are the privacy implications of
       | using Windows ML with respect to how much of your data it is
       | sending back to Microsoft?
        
         | wmf wrote:
         | Ollama doesn't support NPUs.
        
         | pjmlp wrote:
         | Windows ML is an abstraction to use local LLM models across
         | CPU, GPU or NPU, making the code independent of the actual
         | hardware.
         | 
         | It is the evolution of DirectX for ML, previously known as
         | DirectML.
        
           | gloyoyo wrote:
           | I think this is very neat. So many possibilities.
        
           | catgary wrote:
           | It's kind of a bummer because this is the exact same playbook
           | as DirectX, which ended up being a giant headache for the
           | games industry, and now everyone is falling for it again.
        
             | thanksgiving wrote:
             | Exactly, any work you do on top of this makes your work
             | hostage to Windows.
        
             | adzm wrote:
             | Yeah DirectX ended up being a giant headache but there were
             | times in its history where it was the easiest api to use
             | and very high performance. DirectX came about because the
             | alternatives at the time were, frankly, awful.
        
               | Flere-Imsaho wrote:
               | OpenGL (the main competition to DirectX) really wasn't
               | that bad in the fixed-function days. Everything fell
               | apart when nVidia / AMD came up with their own standards
               | for GPU programming.
               | 
               | DirectX was nice in that the documentation, and
               | example/sample code was excellent.
        
             | sorenjan wrote:
             | What's stopping you from using ONNX models on other
             | platforms? A hardware agnostic abstraction to make it
             | easier for consumers to actually use their inference
             | capable hardware seems like a good idea, and exactly the
             | kind of stuff I think an operating system should provide.
             | 
             | > Call the Windows ML APIs to initialize EPs [Execution
             | Providers], and then load any ONNX model and start
             | inferencing in just a few lines of code.
        
             | kg wrote:
             | I would be curious to see whether it's a common opinion
             | that DirectX was a bad thing for the games industry. It was
             | preceded by a patchwork of messy graphics/audio/input APIs,
             | many of them proprietary, and when it started to gain
             | prominence, Linux gaming was mostly a mirage.
             | 
             | A lot of people still choose to build games on Direct3D 11
             | or even 9 for convenience, and now thanks to Proton games
             | built that way run fine on Linux and Steam Deck. Plus
             | technologies like shadercross and mojoshader mean that
             | those HLSL shaders are fairly portable, though that comes
             | at the cost of a pile of weird hacks.
             | 
             | One good thing is that one of the console vendors now
             | supports Vulkan, so building your game around Vulkan gives
             | you a head start on console and means your game will run on
             | Windows, Linux and Mac (though the last one requires some
             | effort via something like MoltenVK) - but this is a
             | relatively new thing. It's great to see either way, since
             | in the past the consoles all used bespoke graphics APIs
             | (except XBox, which used customized DirectX).
             | 
             | An OpenGL-based renderer would have historically been even
             | more of an albatross when porting to consoles than DX,
             | since (aside from some short-lived, semi-broken support on
             | PS3) native high-performance OpenGL has never been a
             | feature on anything other than Linux and Mac. In comparison
             | DirectX has been native on XBox since the beginning, and
             | that was a boon in the XBox 360 era when it was the
             | dominant console.
             | 
             | IMO historically picking a graphics API has always been
             | about tradeoffs, and realities favored DirectX until at
             | least the end of the XBox 360 era, if not longer than that.
        
       | hbcondo714 wrote:
       | > Windows ML is the built-in AI inferencing runtime optimized for
       | on-device model inference...lets both new and experienced
       | developers build AI-powered apps
       | 
       | This sounds equivalent to Apple's announcement last week about
       | _opening up access for any developer to tap into the on-device
       | large language model at the core of Apple Intelligence_ [1]
       | 
       | No matter the device, this is a win-win for developers making &
       | consumers getting privacy-focused apps
       | 
       | [1] https://www.apple.com/newsroom/2025/09/new-apple-
       | intelligenc...
        
         | pjmlp wrote:
         | This is the evolution of Direct ML, taking into account the
         | issues with it being too focused on C++, like anything DirectX.
         | 
         | Thus C#, C++ and Python support as WinRT projections on top of
         | the new API.
        
           | mey wrote:
           | Which should also make it pretty easy to drop Java JNI on top
           | of it.
        
         | politelemon wrote:
         | I'm not seeing the equivalence. Isn't the announcement here to
         | let you run any model?
        
       | coffeecoders wrote:
       | Ollama started out as the clean "just run a model locally" story,
       | but now it's branching into paid web search, which muddies the
       | open-source appeal. Windows ML goes the other direction: deep OS
       | integration, but at the cost of tying your stack tightly to the
       | Windows ecosystem, very reminiscent of DirectX.
       | 
       | Now, the real question is whether vLLM/ONNX or just running
       | straight on CUDA/ROCm are the only alternatives or we are all
       | trading one vendor lock-in with another.
        
       | storus wrote:
       | How is this going to support custom layers like variations of
       | (flash) attention that every company seems to introduce? Would it
       | mean one won't be able to run a specific model (or only have its
       | bastardized version) until MS implements it in the runtime?
        
       | daemonologist wrote:
       | System ONNX might be quite nice for Windows applications,
       | _provided_ the backends are actually reliable on most systems.
       | AMD currently has three options for example (ROCm, MIGraphX, and
       | Vitis), and I 've never gotten any of them to work. (Although
       | MIGraphX looks to be no longer marked as experimental so maybe I
       | should give it another try.)
        
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       (page generated 2025-09-27 23:00 UTC)