Round to nearest, and where it stops working
The naive method is round-to-nearest: compute a scale from the observed range, divide, round, done. No calibration data, no optimisation, a few seconds of work.
It is entirely adequate in three cases. Weights at 8 bits, on models of any size. Weights at 4 bits on small models. And anything at 16 bits, where there is nothing to fix.
It fails in two, and the pattern of failure is the subject of this lesson. Weights at 4 bits on large models degrade noticeably, which the algorithms in the next lesson address. And activations at 8 bits collapse on large models, which no amount of clever rounding fixes.
That second failure is the strange one. Activations at 8 bits should be easy: 256 levels is generous for values that mostly sit within a small range. The reason it breaks is not about rounding at all. It is about what large transformers do to their own activation distributions.

