On June 2, 2026, H Company released Holo3.1 — an update to their desktop agent model family. It’s H Company’s first release to ship quantized checkpoints for local inference, and the first Holo release to add mobile automation, so the same model can now target Android alongside desktop.
Those are not small additions. Our Holo3 guide covered the original release in March 2026, which scored 77.8% on OSWorld (35B-A3B) but shipped only in full BF16 precision — roughly 70 GB VRAM for the 35B-A3B flagship, consistent with the 69.4 GB BF16 checkpoint file H Company lists for Holo3.1 (same parameter count). Holo3.1 adds FP8, NVFP4, and Q4 GGUF quantized checkpoints — the Q4 GGUF file is 21.3 GB, roughly a third the size of the BF16 checkpoint — changes the architecture to support mobile natively, and adds function-calling. This is the guide for builders who want to run agents locally, integrate Holo3.1 with standard frameworks, or build mobile automation workflows.
Our analysis draws on H Company’s official announcement, the HuggingFace blog post, the model collection and model card on HuggingFace (which includes H Company’s own benchmark charts), the Holo Models API pricing page, and developer coverage from Codersera. We research and analyze; we do not test models hands-on. Rob Nugen operates ChatForest; research and writing are done by AI.
A note on this update: an earlier version of this piece included a “140ms per step on a 12GB GPU” headline claim, a “Dynamic ROI encoding” architecture feature with a 60% token-reduction figure, a “vision encoder / action controller” modular-architecture claim, and a hardware table with specific RTX 4070/3080 Ti/4090 and M-series numbers. None of that could be verified against H Company’s actual announcement, blog post, or model card — the real published hardware benchmarks cover only DGX Spark and a MacBook M4 Pro, and none of H Company’s materials mention “Dynamic ROI encoding” or a modular vision/action split at all. Those claims have been corrected or removed below.
What changed from Holo3 to Holo3.1
Three architectural differences separate the two releases, per H Company’s announcement and model card:
1. Quantized checkpoints. Holo3 shipped only in full BF16 precision (70 GB VRAM for 35B-A3B). Holo3.1 adds FP8, NVFP4 (W4A16), and Q4 GGUF variants of the 35B-A3B model — H Company’s first release to ship quantized weights at all. Per H Company’s own benchmark chart, BF16 scores 80.0% on OSWorld while FP8 and NVFP4 both score 77.8% — a 2.2-point accuracy cost, negligible for most production use cases.
2. Android support. Holo3.1 expands beyond Holo3’s desktop/browser focus into mobile automation. AndroidWorld score on the 35B-A3B model: 79.3%, up from 67.2% in Holo3 — a 12-point jump, per H Company’s own comparison chart. That closes almost all of the gap to Holo3.1’s own desktop score (80.0% OSWorld); Holo3’s mobile score had trailed its desktop score (77.8%) by more than 10 points.
3. Function-calling protocol. Holo3 output structured JSON only. Holo3.1 adds native function-calling support, with near-parity performance against JSON outputs on OSWorld and H Company’s internal benchmark suite. This means direct integration with LangChain, LlamaIndex, and other agent frameworks without custom output parsing.
Model family: sizes and quantization
Holo3.1 ships four model sizes, but quantized checkpoints are only available for the 35B-A3B variant, per the HuggingFace model collection:
| Model | Total params | Active params | Precision options | Checkpoint size |
|---|---|---|---|---|
| Holo3.1-0.8B | 0.8B | 0.8B (dense) | BF16 only | not published by H Company |
| Holo3.1-4B | 4B | 4B (dense) | BF16 only | not published by H Company |
| Holo3.1-9B | 9B | 9B (dense) | BF16 only | not published by H Company |
| Holo3.1-35B-A3B | 35B | ~3B (MoE) | BF16, FP8, NVFP4, Q4 GGUF | 69.4 GB (BF16) / 21.3 GB (Q4 GGUF) |
Checkpoint sizes for the 0.8B/4B/9B dense models and exact minimum-VRAM figures for any variant are not published in H Company’s announcement, blog post, or model cards — we’re not going to guess and label it a spec. What we can confirm from the HuggingFace GGUF repo file listing: the Q4 GGUF file for 35B-A3B is 21.3 GB, plus an 899 MB vision projector — meaning full-GPU inference realistically needs a 24 GB+ card, not the 12 GB sometimes quoted elsewhere. llama.cpp and Ollama can split layers between GPU and CPU RAM to run it on a smaller card, but at reduced speed, not “full-speed on 12 GB.”
The 35B-A3B is a mixture-of-experts model: 35 billion total parameters, but only roughly 3 billion activate per forward pass. This means you get 35B-level accuracy at 3B inference cost, though the full weights (all experts) still have to be resident in memory or offloaded, regardless of how few activate per token.
Practical reality: If you’re building for consumer hardware, the 35B-A3B-GGUF is your target, but budget for a 24 GB card (or plan for CPU offload) rather than assuming 12 GB is enough. If you have an A100 or H100, the FP8 variant is faster at similar accuracy — though H Company’s own published throughput numbers only cover DGX Spark and a MacBook M4 Pro (see the hardware section below), not A100/H100 specifically. The smaller dense models (0.8B, 4B, 9B) are for edge deployments where model quality can be traded for size — they don’t have quantized options yet.
Benchmark results
These numbers come directly from H Company’s own benchmark chart (published alongside the model card) and its DGX Spark quality-vs-throughput chart — not estimates:
| Model | OSWorld | AndroidWorld |
|---|---|---|
| Holo3.1-35B-A3B (BF16) | 80.0% | 79.3% |
| Holo3.1-35B-A3B (FP8/NVFP4) | 77.8% | not published |
| Holo3.1-9B | 71.5% | 72.4% |
| Holo3.1-4B | 75.8% | 72.4% |
| Holo3.1-0.8B | 34.6% | not published |
| Holo3 (35B-A3B, prior release) | 77.8% | 67.2% |
Two observations worth flagging, and one correction to how earlier coverage of this release (including an earlier draft of this piece) framed it:
First, Holo3.1’s mobile score (79.3% AndroidWorld) is now nearly on par with its desktop score (80.0% OSWorld) — within 0.7 points. That’s notable because Holo3’s mobile score (67.2%) had trailed its own desktop score (77.8%) by more than 10 points. Holo3.1’s Android-specific training closed almost the entire gap — but desktop still edges out mobile slightly; it is not the case that Holo3.1 “scores better on mobile than desktop,” a claim that circulated based on since-corrected numbers.
Second, the quantization cost on OSWorld is real but small: BF16 scores 80.0%, FP8 and NVFP4 both score 77.8% — a 2.2-point drop, confirmed directly in H Company’s chart. H Company has not published an AndroidWorld score specifically for the quantized checkpoints, so we’re not going to estimate one here. For most production use cases weighing the OSWorld trade-off, it looks worth it.
Hardware decision table
H Company’s own published hardware benchmarks (from its “Agent speed with local inference” and “Quality vs throughput on DGX Spark” charts) cover exactly two machines: a DGX Spark and a MacBook M4 Pro. There is no vendor-published data for RTX 4070/3080 Ti/4090, A100/H100, or M1/M2 — if you’ve seen those specific GPU/VRAM/latency numbers elsewhere (including an earlier version of this article), they did not come from H Company and we could not verify them independently. Here’s what’s actually measured:
| Hardware | Variant / harness | Requests per minute (H Company’s own numbers) |
|---|---|---|
| DGX Spark | 35B-A3B-NVFP4, vLLM, fast harness | 18.1 — the fastest configuration H Company tested |
| DGX Spark | 35B-A3B-Q4 GGUF, llama.cpp, fast harness | 15.6 (llama.cpp lacks prefix/image caching for the Qwen architecture, per H Company’s footnote, which likely understates its ceiling) |
| DGX Spark | 35B-A3B-FP8, vLLM, fast harness | 11.9 |
| MacBook M4 Pro | 35B-A3B-Q4 GGUF, llama.cpp, fast harness | 5.5 — the only consumer-hardware number H Company has published |
| RTX 4070/3080 Ti/4090, A100/H100, M1/M2 | — | Not benchmarked by H Company; treat any specific throughput/latency figure for these as unverified |
On throughput scaling: NVFP4 delivers 1.41x the token throughput of FP8 and 1.74x that of BF16 on DGX Spark specifically (326 tok/s BF16 → 404 tok/s FP8 → 568 tok/s NVFP4, per H Company’s chart) — this is a DGX Spark figure, not a general “any NVIDIA GPU” figure. Combined with harness optimizations, H Company reports average agent step time on DGX Spark dropping from 6.8s to 3.3s (a ~2x end-to-end speedup) going from FP8 to NVFP4. We could not find any H Company figure in milliseconds for a single inference step on any hardware — the “140ms per step on a 12GB GPU” claim that circulated in earlier coverage of this release does not appear in H Company’s announcement, blog post, or model cards, and we’re removing it here rather than repeat it uncited.
HuggingFace model IDs
Hcompany/Holo-3.1-0.8B
Hcompany/Holo-3.1-4B
Hcompany/Holo-3.1-9B
Hcompany/Holo-3.1-35B-A3B
Hcompany/Holo-3.1-35B-A3B-FP8
Hcompany/Holo-3.1-35B-A3B-NVFP4
Hcompany/Holo-3.1-35B-A3B-GGUF
Running locally
Three inference frameworks are viable for Holo3.1:
Ollama — simplest path for most builders. Handles GGUF natively, auto-detects GPU layers, exposes an OpenAI-compatible API on localhost, and works across Windows, Mac, and Linux. If you want to ship an agent without managing inference infrastructure, start here.
ollama run Hcompany/Holo-3.1-35B-A3B-GGUF
llama.cpp — best for memory-constrained environments or when you need fine-grained control over how many GPU layers load. Pure C++, no dependencies. Use this if you’re optimizing for a specific VRAM/CPU split or building for edge hardware.
vLLM — for production deployments serving multiple concurrent users. PagedAttention handles memory efficiently at scale. This is the right choice if you’re running Holo3.1 as a hosted service rather than a local personal agent.
Not recommended: vanilla transformers inference. Excessive memory usage and too slow for practical agent loops.
Hosted API
If you don’t want to run locally, H Company provides a hosted endpoint:
- Free tier: 10 requests per minute, no credit card required; register at Portal-H
- Paid tier (35B-A3B, Apache 2.0): $0.25/M input tokens, $1.80/M output tokens
- Paid tier (122B-A10B, research-only flagship): $0.40/M input tokens, $3.00/M output tokens
The 35B-A3B API pricing is competitive with other agent-grade models. The 122B-A10B is listed as “Research Only” on H Company’s own pricing page — its weights aren’t published, API access only.
Android automation: what it actually means
Holo3.1 expands Holo3’s capabilities beyond browser and desktop control into mobile environments — the first Holo release to target Android directly. Here’s what that means practically:
The model receives screenshots of an Android device (via ADB or similar tooling), parses on-screen elements and coordinates, and outputs touch events, swipes, text input, and navigation actions. Your integration layer translates those outputs into actual Android UI automation commands.
The 79.3% AndroidWorld score means the model successfully completes nearly four out of five Android benchmark tasks — handling touch targets, app switching, mobile navigation patterns, and Android system UI conventions. That’s now close to (though still just under) Holo3.1’s own 80.0% OSWorld desktop score, per H Company’s benchmark chart — a big change from Holo3, whose mobile score (67.2%) trailed its desktop score (77.8%) by more than 10 points.
What it doesn’t do: The model cannot process video natively, cannot handle specialized gesture controls or custom animations well, and requires proper screenshot capture setup on the target device or emulator. The 79.3% figure is on standard Android UI; apps with heavy custom UI or non-standard interactions will degrade from that number.
Three limitations to plan around
1. No quantized checkpoints for smaller models. The 0.8B, 4B, and 9B variants are BF16 only. If you need a quantized model and can’t fit 35B-A3B (even at Q4), Holo3.1 doesn’t have a path for you yet. H Company hasn’t announced a timeline for quantized smaller models.
2. Context window management for long sessions. Long-running agent sessions accumulate visual history (screenshots), and H Company’s public materials don’t describe a specific token-reduction technique for this — an earlier version of this article cited a “Dynamic ROI encoding” feature with a 60% token-reduction figure that we could not find in H Company’s announcement, blog post, or model cards, so we’ve removed that claim. What builders still need, regardless: a sliding-window screenshot buffer in your own harness. This is a harness problem, not something Holo3.1 solves for you — if you deploy it without handling it, you’ll hit context limits on extended tasks.
3. NVFP4 optimization is NVIDIA-specific. The largest throughput gains H Company has published (1.74x vs. BF16, 1.41x vs. FP8) are measured on DGX Spark hardware specifically. H Company’s only non-NVIDIA reference numbers are for a MacBook M4 Pro running Q4 GGUF via llama.cpp, which is markedly slower (5.5 requests/minute vs. DGX Spark’s 15.6–18.1). GGUF via llama.cpp is the more portable path across hardware, just not the fastest one.
When to use Holo3.1 vs. alternatives
Holo3.1 is a strong choice if:
- You need computer-use capability on hardware you own (budget a 24 GB+ GPU, or accept slower CPU-offloaded inference on less)
- You’re building Android automation and need a model that was actually trained on it
- You want framework compatibility via function-calling without custom output parsing
- Privacy or latency requirements make cloud APIs unsuitable
Stick with the Holo3.1 hosted API (or Holo3 if you have existing deployments) if:
- You’re still evaluating computer-use agents and don’t want to invest in local inference infrastructure
- Your task set is primarily desktop/web without a mobile component
- The ~2-point accuracy difference between quantized and BF16 (80.0% vs. 77.8% OSWorld) matters to your evals
Consider alternatives (Claude’s computer-use tool, GPT-5.x computer-use) if:
- You need the highest possible accuracy ceiling and aren’t cost-constrained
- You’re already in the Anthropic or OpenAI ecosystem and value unified tooling
- Local inference isn’t a requirement
What to watch for
H Company hasn’t announced a timeline for extending quantized checkpoints to the 0.8B, 4B, and 9B variants. When that lands, the local inference story expands significantly — a quantized smaller model would make computer-use viable on a much wider hardware base than the 21+ GB the 35B-A3B Q4 GGUF currently needs.
AndroidWorld performance at 79.3% is already strong for a first Android-trained release, and it has already nearly closed the gap with desktop performance (79.3% mobile vs. 80.0% desktop, per H Company’s own numbers) — a big jump from Holo3’s 10-plus-point mobile/desktop gap. Watch whether Holo3.1’s mobile score overtakes its desktop score in future releases, or whether desktop training pulls further ahead again.
The function-calling addition opens the model to standard agent orchestration frameworks in ways Holo3 couldn’t match. Expect community integrations with LangChain, LlamaIndex, and similar tools to emerge as builders deploy Holo3.1.