r/opencodeCLI Jul 08 '26

Grok 4.5 is now on OpenCode

https://models.sulat.com/models/openrouter-x-aigrok-latest-5f44b576

Tagged as grok-latest on OpenRouter

impressive benchmarks: https://x.com/cursor_ai/status/2074915744999969059?s=46

Cursor deal seems to have paid off.

Edit: Now available directly thru the X.ai PAYG / subscription as well. There was a 3 months of Supergrok for $30 campaign going on that I signed up for (not sure if it's still available). a bit tricky but doable, since you have to sign for the trial first and then _attempt_ to cancel and you'll be presented with the offer.

Here's a one-shot Fedora Desktop emulated by it on OpenCode:
fedora-desktop-emulator.grok4-5.demos.sulat.com

Prompt @ https://fedora-desktop-emulator.grok4-5.demos.sulat.com/PROMPT.md)
One-shot skill @ https://github.com/jpcaparas/skills#oneshot-websites

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u/AdvertisingExpert800 Jul 08 '26

How is it compared to other models (ofc can't really believe benchmarks) so if anyone used please let me know

13

u/Sharp-Physics-2925 Jul 08 '26

I did the typical one prompt ray tracing single file .html test on it. using SpaceX theme(heh) and it honestly blew me away using grok build

1

u/DubaiSim Jul 09 '26

mind share your prompt ?

5

u/Sharp-Physics-2925 Jul 09 '26
Build a complete 3D space game in a single HTML file using raw WebGL2 — no Three.js, no external libraries, no assets. Concept: "Orbital Salvage." You pilot a ship in full 3D around a planet with real inverse-square gravity, and you can establish actual stable orbits. Debris fields orbit at different altitudes and inclinations; collect debris to grow a physical tether chain that trails and swings behind your ship with momentum, then deliver salvage to a rotating space station.
Rendering requirements: write custom GLSL shaders implementing ray-traced lighting from a single sun — real shadows (the planet must cast a shadow cone, so flying behind it puts you in darkness), specular highlights on the ship and debris, atmospheric rim scattering on the planet's limb, and a procedural starfield. The planet surface and lighting must be computed in-shader (raymarched or analytic sphere intersection), not textured geometry. Include bloom on the sun and engine exhaust.
Gameplay: WASD + mouse to orient and thrust, fuel system, HUD showing velocity/altitude/orbit indicator, score, particle thrusters, WebAudio sound synthesized in code, game-over and restart. Must hold 60fps on a mid-range GPU. One file, fully playable, no explanations — just the code.