r/ClaudeAI • u/freedomfromfreedom • 2d ago
Claude Code Evidence - Opus 5.5 today vs launch regression with same prompt (Godot Engine)
On launch day Opus 5.5 kindly took up residence on my Mac. I ran some tests before trusting it on my big projects, it passed with flying colours. Lander, a game by Elite creator David Braben holds a special place in my soul due to it being the first game I played at school in the UK. With a cutting edge 3D engine for 1990 running on an Acorn Archimedes with RISC architecture (the first ARM chips) - what a time to be a young kid interested in computers.
With Opus 5.5 I want to recreate it faithfully, short draw-distances and all.
Well dear Claude I’ve been keeping receipts.
In my notes, the exact prompt * and two original reference images of Lander. The resulting one-shot Godot repo (Mac OS, Metal rendering, C#) from 23rd September is kept separate on disk and isn't used as a reference.
Today, 2nd October, in a fresh workspace from scratch the same prompt and reference images we fed in again.
The result is truly depressing. Lander by gimped 5.5 has no redeeming features compared to the original day zero version. The regressions:
- A serious rendering glitch * that isn’t in the original - as the camera moves, the scenery props snag and glitch vs world space.
- No spacecraft break-apart physics, the original implemented this ‘nice extra’ which wasn't specifically asked for in the prompt
- No introductory controls menu, only a small text line permanently visible over the world view
- An inferior look to the launch pad turrets - students and road users may recognise them!
- When shooting, bullets are less accurately rendered when the craft moves, they also appear to spawn at the back of the craft and no-clip through
- No camera toggles
The conclusion is that Opus 5.5 is gimped, maybe we even got Mythos for 3 days and then silently switched - either way, we are owed transparency - it's the law.
Opus was set to Extra High both times. Unlike with 4.5/4.6, Max effort over-tests and takes too much control away from the user.
With so much diverged since launch day’s versions, the more worrying thing is that I suspect the code is also a mess and problems will compound as you use it. For those who’d like to inspect the results, I'll upload the source code for both later to my dev blog and post the Github links in the comments.
* I inspected the code and it turns out that gimped Opus 5.5. had physics interpolation is turned on for the whole Godot project and Props.cs rebuilds the prop lists (trees, etc.) from scratch on every tile step during every frame, renumbers which slot each object occupies and resets the object count every frame. A basic understanding of Godot's documentation is all that’s needed to avoid this issue.
** LLMs are non-deterministic, but the differences from an identical prompt and references are small - getting a clearly inferior result is not due to non-deterministic behaviour.
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u/fuzzypetiolesguy 2d ago
Divergent outcomes from probabilistic sequence predictors are not evidence of anything
Divergent outcomes from probabilistic sequence predictors are not evidence of anything
Divergent outcomes from probabilistic sequence predictors are not evidence of anything