Currently SkyRL load times are dominated by kernel/cuda graph compilation. These can be optimized/reused when available + when using the same engine/trainer configs instead of compiling from scratch on existing clusters.
Some techniques for this are detailed in the Nemotron-Ultra tech report (https://research.nvidia.com/labs/nemotron/files/NVIDIA-Nemotron-3-Ultra-Technical-Report.pdf)

Currently SkyRL load times are dominated by kernel/cuda graph compilation. These can be optimized/reused when available + when using the same engine/trainer configs instead of compiling from scratch on existing clusters.
Some techniques for this are detailed in the Nemotron-Ultra tech report (https://research.nvidia.com/labs/nemotron/files/NVIDIA-Nemotron-3-Ultra-Technical-Report.pdf)
