Claude Sonnet 5 a prova: navegador autònom i jocs 3D
Bijan Bowen prova Claude Sonnet 5 amb un sistema operatiu web, jocs 3D i tasques multimodals, però el model resulta lent i gasta molts tokens.
Un model Sonnet que vol actuar com un agent
Anthropic presenta Claude Sonnet 5 com el Sonnet més “agentic” fins ara: un model capaç de planificar, utilitzar navegadors i terminals i mantenir tasques amb diversos passos. Bijan Bowen publica una prova pràctica el mateix dia del llançament i, aprofitant també la nova aplicació d’escriptori de Claude per a Linux en beta, li encarrega una bateria de projectes visuals, de programació i de simulació.
La peça no és un benchmark reproduïble. És una sessió de primera impressió que permet veure el model treballant, interpretant instruccions i corregint alguns resultats. Aquesta diferència és important: un vídeo pot demostrar que una tasca concreta ha funcionat, però no quantifica la taxa d’èxit, el cost mitjà ni què passaria repetint el mateix encàrrec deu vegades.
Tot i així, l’amplitud dels exemples és útil. En poc més de mitja hora passen per un sistema operatiu dins el navegador, un joc de monopatí en C++, una estació de metro, un shooter, un simulador de paracaigudisme, una web, una línia temporal urbana, una reconstrucció multimodal, un Fórmula 1 de baix polígon, una bateria musical i un terreny 3D.
El primer repte és un sistema operatiu al navegador
La prova inicial demana una interfície que imiti un escriptori complet dins una pàgina web. No es tracta de construir un sistema operatiu real: el model ha de generar finestres, menús, aplicacions simulades i interaccions amb tecnologies del navegador.
Aquest tipus d’encàrrec mesura diverses habilitats alhora. Claude ha d’organitzar l’estat de les finestres, mantenir una aparença coherent, escriure JavaScript funcional i repartir l’espai entre diferents components. Una maqueta pot semblar convincent a la primera captura i, alhora, fallar quan l’usuari arrossega una finestra, obre dues aplicacions o redimensiona la pantalla.
El resultat tarda més de quaranta minuts. Bowen considera que el model s’ha excedit positivament en el nombre d’aplicacions, encara que l’estètica és bàsica. Funcionen notes, carpetes, terminal, calculadora, música i fons de pantalla; també hi ha un petit joc de conducció i un altre de zombis en 3D. La pintura es deforma en redimensionar-se i l’assistent de veu només entén ordres molt limitades. És una demo extensa, però no un producte acabat.
De C++ a una successió d’escenes tridimensionals
Després arriba un petit joc de monopatí en C++ executat amb el nivell Ultra Code. Triga 19 minuts i 25 segons, compila i permet fer kickflip, heelflip i shove-it. El patinador és massa petit al costat dels personatges, l’escenari sembla més un desert que un passeig marítim i es pot caure a l’abisme. Bowen el qualifica d’acceptable, però clarament inferior al que espera d’Opus 4.8.
L’estació de metro té rajoles, vies, bancs, anuncis i escales, tot i alguns col·lisionadors absents i textos estranys. La versió posterior com a shooter amb enemics és competent, amb passos, retrocés i estadístiques al final. No sorprèn, però funciona.
El simulador de paracaigudisme genera un avió, terreny, vent variable, desplegament i estadístiques d’aterratge. La càmera perd el jugador i la baixada és molt lenta. Si l’usuari no obre el paracaigudes, el joc ho fa automàticament i aplica una penalització: un detall de seguretat que Bowen celebra amb humor.
Disseny frontal i una ciutat explicada amb dades
La prova de frontend demana el web d’una marca de rellotges amb una panoràmica cinematogràfica sobre un model 3D. El rellotge té caixa, corona, agulles i variants, però les corretges són desproporcionadament estretes. Bowen hi veu potencial i el considera acceptable.
La línia temporal urbana, executada en X-High, transforma un mateix carrer entre 1945, 1965, 1985, 2005 i 2025. Canvien edificis, cotxes, botigues, llums i vianants; el 1985 adopta una estètica synthwave i el 2025 mostra telèfons. També presenta artefactes visuals i fars incoherents. Després de més de quaranta minuts, el creador parla d’un resultat problemàtic amb bones idees.
La prova multimodal intenta copiar allò que veu
En el bloc multimodal, Claude rep fotografies d’un petit ordinador imprès en 3D i l’ha de reconstruir. Bowen atura la generació després de més de quaranta minuts. Tot i quedar incompleta, col·loca correctament l’interruptor i el port, obre i tanca la tapa i mostra tecles clicables. La frontissa queda al costat equivocat i el teclat apareix invertit.
El joc de Fórmula 1 en esforç mitjà decep: la direcció està invertida i la vista interior és poc útil, encara que les rodes giren bé. La bateria musical en esforç alt és molt més sòlida i inclou patrons automàtics. L’últim joc, un tot terreny sobre una escena creada abans per Opus, queda inacabat quan Bowen demana veure el que hi ha.
Què anuncia Anthropic i què demostra el vídeo
Anthropic afirma que Sonnet 5 s’acosta a Opus 4.8 en algunes tasques amb un preu inferior i que millora Sonnet 4.6 en raonament, eines, programació i treball de coneixement. Són resultats de les avaluacions del fabricant; la targeta del sistema en detalla metodologia i limitacions.
Bowen no intenta reproduir aquestes taules. La seva prova aporta una evidència diferent: mostra latència percebuda, capacitat de seguir un encàrrec llarg i qualitat visible de diversos prototips. No permet concloure que el model sigui millor que tots els rivals, perquè no executa els mateixos prompts en paral·lel ni fixa temps, pressupost de tokens i criteris de puntuació.
Anthropic també informa que les seves avaluacions detecten menys conductes indesitjables que a Sonnet 4.6, tot i que Sonnet 5 queda per darrere d’Opus 4.8 en alguns indicadors. Cap de les demostracions gràfiques del vídeo avalua de manera seriosa seguretat, injecció de prompts o al·lucinacions factuals.
Disponibilitat, identificador i preu
Claude Sonnet 5 es va publicar el 30 de juny del 2026. És el model predeterminat dels plans Free i Pro, també està disponible als plans Max, Team i Enterprise, a Claude Code i a la plataforma per a desenvolupadors. L’identificador d’API és claude-sonnet-5.
El llançament té un preu introductori de 2 dòlars per milió de tokens d’entrada i 10 dòlars per milió de sortida fins al 31 d’agost del 2026. Després passa a 3 i 15 dòlars, respectivament. Anthropic adverteix que el tokenitzador nou pot convertir la mateixa entrada en aproximadament entre 1 i 1,35 vegades més tokens segons el contingut.
Això significa que el cost d’un projecte no es pot deduir només de la tarifa. Importen la longitud del context, els fitxers que l’agent torna a llegir, els intents fallits, l’esforç seleccionat i la quantitat de sortida.
La conclusió de la prova pràctica
- Sonnet 5 pot crear prototips web i 3D competents, però sovint triga desenes de minuts.
- Els exemples combinen codi, disseny, eines i interpretació visual.
- L’aspecte convincent d’una demo no garanteix arquitectura ni fiabilitat de producció.
- El vídeo és una primera impressió, no una comparativa controlada.
- Els nivells alts d’esforç consumeixen molts tokens i no sempre milloren prou el resultat.
- Cost, tokens i revisió humana continuen sent part essencial del resultat.
La conclusió de Bowen és més freda que la presentació d’Anthropic. No queda impressionat: troba el model competent, però massa lent i intensiu en tokens als nivells capaços. Amb la tarifa completa posterior al 31 d’agost, dubta que sigui la millor opció davant alternatives més barates o ràpides. La prova no invalida els benchmarks oficials; mostra que el rendiment pràctic també depèn del temps, del pressupost i de quantes iteracions necessita un prototip per quedar realment usable.
Contrast i context
Fonts consultades
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YouTube — Bijan Bowen Claude Sonnet 5 Is HERE – Hands-On With Anthropic’s NEW Model!
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YouTube Canal de Bijan Bowen
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Anthropic Anunci oficial de Claude Sonnet 5
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Anthropic Targeta del sistema de Claude Sonnet 5
Font de treball
Transcripció amb marques de temps
Consulta la transcripció
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What happens if we just don't deploy the parachute? So, oh, it automatically deploys for us. What an anthropic thing to do. Today, we're going to be looking at a very exciting new release from anthropic, which is the cloud desktop app for Linux. It is now in beta. And as of yesterday, I was complaining that this didn't exist. Okay, also, they did drop Sonic 5, but I am genuinely more excited for the Linux support. So, with that, let's take a look at some of the interesting things about Sonic 5. In the meantime, please feel free to subscribe if you want, so I can get that 100K plaque. Now, I have come through this introductory blog post, and I do have to say, it seems very realistic about the capabilities of this model. So, for those not as familiar with the anthropic model lineup, Sonic is kind of like a mid to lower tier model. It goes high-cou at the bottom. Sonic above that, Opus above that, and up until very recently, Opus was the top. But now we have the mythos class models, which are fabled in mythos. Though currently unavailable, so for the time being this sits kind of in the middle graph. It does seem to perform fairly well, but we see compared to Opus 4.8 here in terms of benchmarks. It is still not necessarily up to the state of the art in terms of coding capability, but it's a gentle coding, it does seem to be rather good, especially considering the gap between this and Opus 4.8. It's not too large. Additionally, to that, they do also mention something that I want to prominently talk about. And that is one, the pricing, though, with the caveat that this pricing is an introductory price. That is good till August 31st. So, from now till August 31st, it is $2 per million input tokens and $10 per million output tokens. Following August 31st, it is $3 per million and 15 per million out. Now, something interesting about that that is in the bottom here at the footnotes. I want to specifically talk about this. SONID is an upgrade, but it changes how the model processes text, so it uses an updated tokenizer. The tradeoff is that the same input can map to more tokens, roughly 1,2, 1,0,3,5 times, depending on the content type. The introductory pricing is set so that the transition to SONID 5 is roughly cost neutral. At least till August 31st. Now, I am personally curious and seeing how this SONID 5 model will stack up to perhaps some of the previous OPEC models. So, I have just pulled up the benchmarks that were shown in the introduction for OPEC 4.7, which was all the way back in April. So, many, many months ago. And we see right here that it got 64.3% on this sweet bench pro and SONID 5 got 63.2.
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And in terminal bench 2.1 for a gentle coding, SONID 5 got 80.4% and OPEC 4.7 got 69.4%. And we can see it will probably be around on par with that if not a little better in some areas, which could be good. And I want to see comparisons of this to previous OPEC models. I understand that SONID has its own place in terms of models being used, but I think we're all interested in max performance at this point. They do also have a couple of benchmarks right here that do include the previous version, which was SONID 4.6. And the leap did go from 4.6 to 5. So, you didn't miss anything between those two. And it just shows here, I like seeing previous results from the previous version to compare leaps and capability. And we can see here on X-high mode, at least for this specific benchmark, does seem quite performant, almost matching high on OPEC. So, again, seems like it could potentially be a pretty decent option for a cheaper, but performant model if you don't want to use OPEC all the time in terms of cost mindfulness. Something else I'd like to point out is I've purposely selected SONID 4.6 right here in the web chat interface, and we can see that there are four selectable effort levels for this model. If we select SONID 5 now, there is an additional one here. So, just to make note, it does seem that there was also an newly introduced additional effort level for this model. I also quickly want to showcase my current usage limits so that we can get a read on these ones, all of the tests have concluded running. The current session resets in two and a half hours. I don't know that the tests will be finished by then, but for our weekly limits, we are at a percent for all models, and 2 percent for the current session, no, I think that may roll over. So, I'm more focused on the all model usage. All right, so I'm going to use this on max. I could also put it on Ultra Code, perhaps we'll try that at least for one of the tests, but everything else we'll just run this on max effort. SONID 5 is also selected here. And if we notice any oddities, this does still seem to be in beta, this Linux support desktop app, so just keep that in mind. And with that, we're of course going to start with our tried and true browser OS V2.5. All right, so I have set it to bypass permissions, and now we'll get started and see this is using like cloud code. So, keep that in mind. It's a gooey interface for this, but we are for all intense and purposes running this in an agent-to-coating manner, just to make that clear.
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4:55
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All right, so after quite a long time, I believe this was probably like north of 40 minutes. We have our browser OS, okay, I'm going to say significantly over delivered in terms of the number of apps, very good. Other than that, it's quite basic, aesthetically, at least on first lands. Let's just go through the big checklist, starting with, okay, there is a right click. Good. We also do have where my head will be in the video, so I will have to move this. What I would assume to be this special feature, which is the Echo Voice Assistant, so we'll look at that, but let's just quickly go through these one by one down the line. Okay, everything looks good and standard. Okay, that's, all right, Red is always saying that. Okay, so we get to notice a bit of oddity right here with the, regardless. Good. And that brings us into our notes app. Let's create a new note. Hello. Will it save it as a text file? Okay, I suppose it should, and deleting work. So that's cool to see we can make new folders and files as well. Next up is terminal. All right, let's do help. Joke. Why was the JavaScript developer set? Because they didn't know how to express themselves. Wow, matrix, sick, very cool. I like to see that. It's included, far more often than one would expect it to be. Now, the thing I'm noticing here is I can actually get out of this. So, tonight, all right, let's just, oh, okay, good, it did end after 15 seconds. All right, so you're basically forced to just not use the, all right, we have paint. Now, something that generally goes wrong with paint is the resizing and this is no different, but that's okay. Painting.plng. Notice the care that it took to actually name the specific thing we made painting. So it makes the user feel good, which is definitely nice. We have a calculator. I feel like these haven't been included in the recent ones, which is kind of weird. Let's do 75 times six 450. Good. Music player. I can't imagine it will actually have something that it plays, but I do have a speaker hooked up just in case. All right, that's actually not bad. It even gives us the BPM there. So, I wasn't expecting it to be functional. I thought it would just kind of have those as placeholders. I'm happy to see that. We have some gradient here that it was seemingly going pretty hard on golden hour. Oh, we have deep space, choose file. Very good. And that is a very cool background image being that I did make it. So, all right, about can we have sound settings as well. Controls the music player. I'll put volume. That's not bad. All right, the GTA clone time.
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7:54
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Crime City 3D. Now that is good. This is one of the few to actually be at the level of the coin 3.627B. There are mesh colliders. Now something that consistently is a failure point with these. Let me full screen this. Is the police usually when they do catch up to us, they'll just go like right in the position of our car. All right, somewhat but not herrificly. So, we have trees. There are mesh colliders and we got a notification that we crashed into traffic. This isn't actually have bad. I don't think there's a way to get out of the car though, which would be something I'd like to see. I'm just looking for more pedestrians. I just, I had it doing this. He plus plus skate game and I forgot because it's quite slow. And in that popped up, making me quite confused. All right, let's just get a couple more pedestrians nice. And then we'll, all right, but I don't see a way to get out of the car, but that's okay. It's, it's acceptable for a Sonic class model. Next up, we have zombie siege 3D. This seems like it may be cool because when I was watching its chain of thought, it was talking a lot about click to enable mouse lock. And it actually has a button for that, which is curious as most times you would just click in the window, but okay, was that a muzzle flash must have been? There is no sound here, but that's all right. This is actually probably the best second game in the browser OS test that I've received to date. It's 3D, it's zombie style, which I didn't tell it to do. Okay, with this, that's not bad. Then finally, we have our special feature, which is the Echo Assistant. I'm echo, your voice control the system built into the OS. Try open terminal or click the mic and just talk. It's been kind of a rough day, you know? I'm not sure how to use that yet. Try open terminal. Great. That's a great assistant. All right. Change wallpaper to OS. wallpaper sed Ocean. Help. Available commands. Good. Help. L. S. C. D. L. S. and D. Greater than. Catless than file greater than P. W. D. Echo L. S. Then text greater than. Clear date. Here is a little for me. I'm not sure how to do that yet. Try open terminal or change wallpaper to Ocean. Why does it say Alexa that you know it doesn't matter? Joke. I would tell you a UDP joke, but you might not get it. Matrix. toggle matrix rain. Oh, that ruins it. I don't want to hear that back. That makes that ruins the coolness of it. And then that's going for 15 seconds. Okay. Overall, not bad. Definitely a future
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10:45
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pack browser OS. And the voice assistant was nice that it did actually speak back to us. All right. So in 19 minutes and 25 seconds our skate game did work. This was run with ultra code in cloud code. So the highest expense and effort level. Okay. Okay. Good. Spawning us into the stairs. They're really did kind of let it down. It's. I actually think we're getting some lean effects when we do tricks. Now there are some like. Basically the big problem is this looks like a desert skate simulator instead of a boardwalk skate simulator. But aside from that the player model is relatively. Like let's see. Z is for a kick flip. Good. Okay. So it did kick flip the board and not the board with the player, which sometimes like the less performant models do. That's an interesting NPC. The walking animations are not bad. This scale of the player is much smaller than the NPCs, which happens in this test more than one would expect it to do. Okay. Can we keep going painful? All right. And then that's kind of a problem. We just go into the abyss. What other tricks do we have? X is for a heel flip. All right. Okay. C is for a shove it. All right. F to toggle fog. It is somewhat visible if you look at the palm tree you can see when the fog is on versus off. The fountain is nice. And the stores are, eh, this isn't that good. It's not that bad but it's not that good. So make of that what you will. Exceptible though and I wanted to do this. This was done with ultra code though. And the opus 4.8 would have done a much more intricate job as expected. But I know a lot of folks myself included were specifically interested in how this model would compare to opus the 4.8 version. So interesting nonetheless. So I had also run the 3D subway station scene here but Claude reached its max length for the message. It can use excessive tokens. Consider using a lower effort setting. I'm just going to click continue and we'll see. Okay. So we got our subway station result here. It just showed it in line after like a bunch of really messy looking stuff. But unexpectedly it was actually there. So let's just take a peek at it. Detailed subway station. Oh, it does this because this is the way it's drawing it in the artifact, which is really quite frustrating. So it screws it up when we try to look at it ourselves. Maybe we'll just peek at it from here even though that's because this doesn't actually look half bad. Maplewood junction. This is clean. The tiles are nicely spread out. There is a poster for the city gallery. Sometimes the text gets inverted more often than one would expect
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13:36
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it would in some of these results. Okay. We have going up the staircase there. Good texture on the back wall. At least there are mesh colliders on the walls. Okay. Not on the pillars. The do not cross line is good. The track is done. All right. The benches are there. This is overall it's satisfactory except for some of that stuff. But very simple. Okay. And the clock watch faces a bit odd. We do have some conduit going on the ceiling. So this is acceptable. I'm going to say though the random brass rivets right there or something. I don't really often see. So it's good to have that. So in the meantime, I'd also run the follow-up subway station test, which is to turn it into an FPS with zombie-oid enemies, weapon recoil, sound effects, etc. Okay. It's named it last stop. Maplewood junction. Line service suspended track conditions hazardous beyond this platform. Multiple hostile entities confirmed on site remain on platform and defend your position. All right. Let's take a peak. So far not bad. Okay. We have footsteps as well. Let me turn my speaker up. All right. Oh yeah. I would assume these are the hostels. All right. Now the big one. Are there? No bowl at holes in the environment. To be expected not like included with the Sonic one but okay. Not bad. Clean. It's competently done. There's nothing here that wows me but it is competent. Shift is to run. Let's see what happens if we lose. Okay. Last stop reach. Service terminated. And we have some stats. Okay. I'll take it and just something that I always enjoy doing as a follow-up to the subway station scene. Next up, I'm going to be giving this a new test that was introduced in the GLM52 versus Opus 4.8 video. So we will also have both of those results to do a quick comparison of the quality of the Sonic 5 result. This is on max thinking still. So I would expect this to take quite a while. And the task here is to create a 3D skydiving simulator. This isn't deliberately an open-ended task that I wouldn't imagine that text, garb-wing, will affect it. The exact implementation of the simulator is up to you. However, there must be emphasis on high fidelity visuals. Smooth gameplay in the polish that would be expected of an indie game. So this is a fun one as it's a new test of the channel. What the? Okay. So it's doing something here where it's just like previewing. It's iterating upon. So I believe this would probably be the start of the skydiving logic. It's funny. The thing is like, we just wouldn't normally see this. So we can't laugh at it fully. It's just the unexpectedness of it. And this clawed orange cube, I suppose. All right. So here's
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16:43
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our skydiving result. It was running at any preview server there, but it wasn't loading. So I had to yell at it to stop it. Drop zone. Maybe drop zone or drop zone. It doesn't matter. Exit the aircraft tracked across the sky, pull it to right moment, then land on this soft target. Okay. Shift is to flare. All right. Good. It drops us out of a plane, which the opus 4.8 N.V. GLM 5.2 did not do, which was oddly frustrating. Okay. The problem is that camera is not really properly following us. And it seems like we actually have a decent player model. It's just, oh. Okay. Maybe we do maybe shift to flare. This is going to be so slow. All right. I just went out for lunch and now I'm back and we're still in midair now. These games are always like this. I'm going to say the clouds are rather dense from what we can see here. The terrain actually seems quite well formed, especially because the comparison of the opus 4.8 result is fresh in my mind. It's just, it's very slow. That was my own fault for pulling the parachute too early. Let's try again. Okay. The plane looks good. And the wind noise actually is variable depending on how fast we're going. And if the parachute is deployed or not, I'm going to just not deploy the parachute or wait till like we're right near the ground. And then we'll see. Big issues are the camera doesn't actually show our player when we're just diving. Okay. We kind of got a view there and it looked cool. I would say just from like right here, this looks okay. The terrain is well done. It's a good mix of water and like non water, so land and then peaks and things like that. What happens if we just don't deploy the parachute? So it automatically deploys for us. What an in-thropic thing to do. Okay. The other results, even over this 4.8 and GLM5 to did not, didn't auto deploy. Oh, all right. Oh, heart landing. And it gives us a bunch of statistics and things like that auto deployed blow penalty applied. Next up, I'm going to be giving this a front end design test in the form of the beautiful website for slap-as-watch company. It should feature a high-end hero section with an animation panning around the watch. A 3D model of a watch, and it needs to have like a cinematic pan in the hero section. Additionally to that, it needs to create the 3D models of the watches by itself. So we get to see a little bit of its 3D modeling and design chops as well as front end. Usually, these go for like a black and gold elegant theme or something of this sort. But I'm more interested in seeing how the camera animations and the 3D models
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of the watch is look. All right. I'm blocking my vision right now because I don't want to spoil it. But here is our beautiful watch website for slap-as-watch company. Okay. This has some potential. We have our as-meth location. Make it that way too well. The watch is well formed and it looks okay. The face, the hands are oriented correctly in the center of the watch. It has chosen a time of well I suppose that would be 720 but it's too close to 8 to b 720 but it's too under 8 to b820. So you know it's something quiet by design. We do have our crown and we do have the straps. They are very very narrow comparatively to the watch body. We'd rather make two watches than 20. So an emphasis on a low volume perhaps boutique watch producer. All right. And then we have the watch is here one with a blue face and one with a gold face, the Riviera and the Meridian. And the strap for the Meridian excuse me the strap for the Riviera is like a solid leather band versus the aluminum band for the Meridian. Strap is too small. I think if it had properly sized the straps here this would be a significantly more impressive result visually. But this is something I always enjoy testing because it has to do front end design 3D modeling and then the ability to understand what a cinematic keyshot render in the hero section would look like. So overall acceptable. Next up we're going to be running this on X-Hi. That is one below Max and I want to get a feel for how this does in a more balanced time to performance setting which would be X-Hi. This is going to be a new prompt as well that was first introduced in my previous GLM versus Opus video. Create a 3D scene of a city block emphasis on detail is very important. The scene must have a timeline slider in the top with the following options. And then we have the options of five specific years, 25 or 20 years apart each. So 1945, 1965, 1985, 2005 and 2025 and 2025. The point of the scene is to be able to select any of the five different years. The scene will transform right in front of your eyes to the time period selected from the slider. The time period should affect all aspects of the city block. The buildings vehicle storefronts advertisements, outfits on pedestrians, everything. This must be a polished high end scene with sound effects, ability to navigate around and look at things etc. Go all out. So we'll see how this does just on X-Hi instead of Max or UltraCode. Alright so we have our time traveling city result here. Okay timeline city block, a city block
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through time, enter the street. That audity to the camera is quite a let down because this result actually looks like it may have some potential. Interesting. Opus 4.8 also included the B-SUE theater. We have some pedestrians walking and take note of the cars, the building styles, first national bank, the street lights, things like this. I always keep trying to click on them on these. We have a street car on a railway. Although very odd, now let's see if we can go to 1965. Good. The way it kind of just goes up on the buildings is interesting. It's a little more happy. However, okay metro savings bank we have some lit up buildings on the outskirts now. The cars are more flamboyant in terms of their collar schemes, Palace Cinema, the street lights, we have some trees. Let's see if we can find pedestrians to take a look at the... Okay. Alright. 1985. Oh wow. Yep. This is exactly what one would expect. Super synthwave and police car siren sound or something. Interesting. Electromart video rental, chrome diner. Press V to switch to a drone camera and see the whole block. Ah, okay good. I like that it showed me that tool tip. Then 2005.com hangover. Yeah, that could be said. Multiplex. Alright. Let's check out our pedestrians. Hit to back here. Fire hydrant, cyber cafe, the street lights change. Everything's a little more toned down. Alright. And then finally, 2025. Smart block. Very similar. Except for the emissive properties of the buildings, making them somewhat blinding. We still have a cinema. Quick mark. And then the cars. It didn't change the headlights on the cars, which we're seen with GLM52 and Opus 4.8. It turned them into LED strips. Okay. Overall, this is a troubled result. It has... I mean, it's a hard test, I think. But the visual artifacting that we're seeing here is a little upsetting. The drone camera capability to see that is pretty cool as well. So if we just restart it from here, we can see there's a lot less visible detail just because the buildings do get taller though. Notice that. That is something that is a nice attention to detail and we can zoom in around and pan around. So and they do have smart phones in their hands in 2025, which is something interesting that gets included. So I'll do it one more time here just cycling through these from this angle. I just love the 85. I love synthwave. I've no idea why. I wasn't even alive then, but I like the color palette. Is that person running? No. It's up. And they're on their smart phones. So interesting, troubled result for 40 something minutes. But nonetheless, a new test to include. So next up, I have just put this on extra thinking, which is one step down from max. And I'm giving this a test that is kind of a multi-modal
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25:31
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coding test. Oh, that was silly. I did put it in the folder which had the photos. So let me the photos are in this directory. So the photos are just of this 3D printed laptop that I've created. So there's a bunch of different angles here. And we wanted to replicate that in 3D, along with including a keyboard that can actually be typed on just by clicking on the keys. All right, I've stopped this after like 40 something minutes and said, just give me what you have. I can't take this anymore. Yes, it's unfair. The result won't be as good as it may have potentially been able to be. At this point, I'm fine with that. I just want to see what it would have done. And, everably, this will take a bit longer. This is on extra mode, so it could be thought of as my own fault. But, you know, it's just like so incredibly slow beyond what I would have expected. All right. So let's see what it would have made for the, you know what? That's actually not have bad. This has got some potential. Yes, it was troubleshooting the issues here with the faces, not appearing properly. But I will note that it did have the switch and the port in the proper positions. Something that's still to this day. I don't think I've seen is the lid is supposed to be like the hinges of us to be over here. None of them really get that. It did write one gigahertz turboclock. The keyboard is backwards and inverted, which happens a lot. Okay, we do have key presses. I just need to do it backwards so help. And I do like the color, like additionally on the keys. This is actually not as potentially scary. Like bad as I thought it would be. Okay, unfortunately, it doesn't seem like that works. But it did do a good job replicating the screen in the shell that would be seen. And it opened and closed lid. Okay, not bad. Well, within the confines of that and then power to turn it on and off. Okay, given infinite amounts of time and money, this may have produced something respectable. But I needed to stop at that point because it was like, all right, so I'll give it something random here just on medium to make us a 3D low poly formula one racing game. It should have a camera chase view and then a driver camera view. So from in the car versus a chase cam, make sure it looks good and fantastic looking and fun. And this is on medium just to get a feel because I am interested in seeing how this performs across a few different potential reasoning effort levels. All right, here is our medium thinking level simple formula one racing
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game result, a peck circuit. Oh, all right, I will be honest, I expected this to be a little better. The steering is inverted off track. Oh, well, my mistake. All right. And let's see. How do we change our camera view? See. Oh, okay, good. So I did specifically tell it that it should look very good from the driver view. This looks like a about to be born view. We're off track. I'm sorry. This is just not really been what I expected truth be told. Okay, and that's that's a thing. Thank you. It's camera talk of you. Good thing is the wheels are oriented correctly. They do spend the steering is pretty visible and things like this. It's just and this was on medium thinking. So just keep that in mind as well. I've put it on a high here just in the web chat interface because I have things running in parallel across cloud code and the new desktop beta app. This is going to be the drum kit simulation test with the auto play feature just to see how it does in terms of orienting the drums if nothing more. Is that something that is still difficult to work all but the most capable of models? Okay, this is solid. And definitely, okay, with this on first glance, let's turn the speaker up in jams and beats. There's nothing else to do but wait. The high hat movement is interesting. The symbol is unfortunately not visible at least the one that would be on the top there. All right. Let's try the auto play feature a bit awkward but functional funk groove hip hop. I want slaps and jazz swing. Okay, acceptable. So I'm giving this a test that is including in Opus 4.8 Result. In specific, the Opus 4.8 Skydiving Test had some fantastic terrain. So I've given this access to that folder, using Sonic 5 now just on high effort and have told it to keep the terrain from that result and turn it into a simple driving sim with an off-road vehicle, soft body suspension. So essentially articulating suspension that will travel over that terrain. It'll be interesting to see how this does when using the basis of something that Opus 4.8 made and then having to strip it and turn it into a new style of game. Okay, this was the final thing I had done where we had given it the existing result that Opus 4.8 made for the skydiving game instead turned this into a low poly off-road driving game with an off-roader and like some soft body physics. It didn't fully finish but I said just give me what you got. Okay, the sounds are not bad. Okay. Oh, oh, oh, oh, you're alright. Well, it was just something I wanted to do just to see how it did
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compared like when working off of the stick terrain result that Opus had made. So I am going to work on that on my own time, but that's going to bring us into the conclusion, which I've been eagerly awaiting because this has taken a very, very, very, very long time. Overall, I have to say honestly, I'm not impressed. I don't know what I was expecting. It is a Sonic class model which is in the middle tier of intelligence of the publicly available andthropic models, at least currently. It feels like a pretty small model just in terms of size. I have no justification for that beyond the vibes I felt while using it, but I noticed that uses it's just so incredibly slow to use on any decently capable thinking level, which was kind of a let down. It had some capabilities. I mean, it did alright with some of these tests. I think the big, at least in terms of like what folks are going to see on X or talk about, the big question here is going to be genuinely like does this out compete? Not GLM5 too, because that's not necessarily a direct competitor. Pricing lies it definitely could be, but things like curse herbs, composer, Gemini, flash, 3.5 flash. I don't know that this is going to really be a decent option for most use cases when there are so many other cheaper and more performant models. This seems to, it just uses so many tokens. I mean, this was cool. That model right there looks pretty good. The auto deploying was kind of funny. So I find that genuinely I've come away from this test honestly a bit frustrated, because I don't know, I just expect it better to be completely honest. It is competent, but that's for the pricing that it's going to be. I don't really look into like, like initial pricing, half off. I don't care, because eventually it's going to be full price. And looking at the post-August 31st price for this, I don't know how I feel. So I'll be interested to see what folks think of this model, but that's going to conclude our first look in test of Claude Sonnet 5. Thanks for watching.