GPT-6 Astra in Codex CLI 0.156.1
skills off
Zoom, inline player and more ways to view

The model's own page, run in a sandboxed frame only when you ask (a page that needs its own origin opens in a new tab on a separate demo site). Phones get a full-screen player capped at 1.5x pixel density (2x on larger screens) so it stays smooth; the original page runs uncapped. It starts in its auto-tour (T switches to play mode on a keyboard).
Recorded from the live demo (stepped clock). Preview video recorded by this site from the live demo. The moving picture above is that preview; the button runs the real page.
Wall time 25m 14sCost $5.57 estimated

Review
Night and day better than the raw one-shot: green conifer slopes, snowy peaks, near-mirror reflections, a red-and-white lighthouse whose beam sweeps the water at night, a pink sunset sky, and a wooden rowboat with two small rowers.
The full review
Night and day better than the raw one-shot: green conifer slopes, snowy peaks, near-mirror reflections, a red-and-white lighthouse whose beam sweeps the water at night, a pink sunset sky, and a wooden rowboat with two small rowers. Weak spots: the terrain reads low-poly and faceted up close, the night stretch is very dark, the characters are tiny and simple, and rain and storm are barely visible in the sampled frames. Not at the level of the viral reference post: no photoreal textures or detailed characters.
Verdict by reviewer.
OK. Finished on its own (task_complete) after 25 m 14 s: 25 tool calls and 26 model responses in the interactive TUI, no human input after the prompt. The page loads with zero console errors on desktop and phone.
Bugs
- Terrain reads low-poly and faceted up close
- The night stretch is very dark
- Characters are tiny and simple
- Rain and storm are barely visible in the sampled frames
- No photoreal textures or detailed characters (below the viral reference post)
Scores
AI judge
Not scored
No rubric for this prompt
Visitor votes and reviewer grades are not available yet.
- AI judge
- AI judge: the test runner (model claude-opus-5-5), scoring by visual review of the 1600 px render against the pre-registered rubric. No AI-judge score exists for this result: there is no rubric for this prompt, so no score is shown and none is made up.
- Visitors
- Public voting with a blind reveal is coming: you score the output first, then see the other scores.
- Reviewer
- The reviewer's own grade appears here once it is added.
Scores compare results for the same prompt only. AI-judge boards rank runs within one prompt, equal totals sharing a rank; scores from different prompts are never averaged.
Downloads
Files actually published for this run. Original output, site-made previews and post-run conversions are labelled separately.
- HTML project entry point
- Run capture video
- Web copy of the run capture
- Poster / render by this site (WebP)
- Scrubbed run transcript
- Comparison sheet: the top two rows are frames from this Codex + GPT-6 Astra build, the bottom two rows from the raw one-shot Opus 5.5 build (effort low, 5 m 06 s, $0.68)
- Site-made live-demo preview (video)
- Site-made live-demo preview (poster)
The exact prompt
agentic harness (self-review with screenshots until cinematic), 3,786 characters. Every result for this prompt
Build a playable, cinematic single-page Three.js experience: a small boat drifting through a Norwegian-style fjord / coastal mountain landscape. Requirements: - ONE self-contained index.html file (HTML + CSS + JS inline). No external assets of any kind (no textures, models, fonts, audio files) EXCEPT Three.js itself, loaded via an import map from this exact pinned CDN: "three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js", "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/" All textures (water normals, rock, snow, bark, clouds, etc.) must be generated procedurally in code (canvas / DataTexture / shaders). - Scene content: steep procedural fjord walls and mountains with snow caps, rock and grass coloring by height/slope; procedural conifer forests (instanced); a water surface with animated waves and sky/landscape reflections; a lighthouse on a rocky point with a rotating beam that matters at night; a small wooden boat with 2 simple stylized 3D characters on it (one rowing/steering, one looking around, with small idle animations); distant islands; birds or other small life if cheap. - Dynamic weather cycling clear -> fog -> rain -> storm -> clearing, with smooth transitions: fog density, cloud cover, rain particles, lightning flashes + wind and bigger waves in the storm. - A full day/night cycle: sunrise, day, golden hour, sunset, night with stars and moon, lit lighthouse and boat lantern. Sky color, sun/moon lights, and fog color must track time of day. - Controls: keyboard (WASD/arrows to steer and throttle the boat, C to switch camera, T toggles auto-tour, 1-5 to force weather, N to jump time) and touch (on-screen joystick/buttons on phones). Camera follows the boat in play mode. - An "auto-tour" cinematic camera mode: slow, smooth, film-like camera moves (orbits, low water-level glides, high establishing shots, close-ups of the characters) while the boat drifts along a path through the fjord and the weather and time of day progress. - Minimal, elegant UI: small title "Fjordlys" (or a better name of your choice), a tiny hint line for controls, fading out in tour mode. - Must run smoothly on desktop and phone browsers: keep geometry/particle counts moderate, cap devicePixelRatio at 2, handle resize/orientation. - IMPORTANT for automated video capture, support these URL parameters: ?tour=1 start directly in auto-tour mode ?capture=1 hide ALL UI overlays (title, hints, touch controls) ?cycle=40 when present, compress one complete showcase into that many seconds: the time of day goes from morning through golden hour, sunset and night, and the weather passes clear -> fog -> rain -> storm -> clearing within that span (so a 40-second recording shows everything). Without it, use a relaxed pace suited to live play. Drive all animation from the requestAnimationFrame timestamp / performance.now() (not from wall-clock-independent accumulators that ignore time), so that overriding those functions steps the scene deterministically. Set window.__sceneReady = true once the first frame has rendered. - No console errors or warnings in a current Chrome. Use modern Three.js r160 APIs only (no deprecated/removed ones). Output ONLY the complete index.html, starting with <!DOCTYPE html> and ending with </html>, with no explanation and no markdown fences. Build it as index.html (plus any local asset files you create) in the current directory. Three.js may load from a pinned CDN. You may serve it locally and open it in headless chromium (/usr/bin/chromium, software WebGL, no GPU) to screenshot and inspect your own output, and iterate on your own until it looks genuinely cinematic before finishing. Close any browser you open as soon as you've taken your screenshot.
How it was made
Step by step
The prompt, every agent turn and tool call (tool name and a one-line summary; inputs and outputs are not shown), then the final message. The full transcript is 12.2 MB; it is published as a scrubbed, compressed download rather than shown on the page.
Show all 47 steps
Loading the timeline…
Download the full transcript Codex CLI rollout JSONL, 240 KB, gzip. Scrubbed: anything that looks like a key, token, e-mail address or phone number is replaced, and account details and the test machine's file paths are removed.
Cost breakdown
Headline cost $5.57, estimated from the token counts at list price.
| Tokens by type | Tokens | $ per 1M | Cost |
|---|---|---|---|
| Input (uncached) | 105,394 | $10.00 | $1.0539 |
| Cache write | 0 | $10.00 | $0 |
| Cache read | 1,377,475 | $1.00 | $1.3775 |
| Output | 62,744 | $50.00 | $3.1372 |
| of which reasoning | 17,729 | billed as output |
- Total computed from tokens
- $5.5686
- Total reported by the harness
- none
computed from harness-reported token counts x list prices. Codex prints no dollar cost; cost estimated from its own token_count totals. input_tokens 1,482,869 includes 1,377,475 cached; the API also reported cache_write_input_tokens 105,316 (billed at the input rate). Outside access: listed /tmp/fjord_tools (Claude Code scratch dir: file names only) and read its package.json at 19:50:31; saved Water.js reference into it at 19:50:45; at 20:00:40 tried to write an inspect script there to reuse its puppeteer install, which failed because we had removed the folder at ~19:51; then built its own tools in /tmp/hx_fjord_inspect. Never read any Claude-authored file content.
Prices: live-state price list 2026-09-22: gpt-6-astra $10 in / $50 out / $1 cache read (Standard tier, prompts <=272K; every request here was under 272K). OpenAI bills no cache-write surcharge; uncached input billed at the input rate..
Run notes
- Downloaded three.js r160's Water.js example source from a CDN as a code reference; no reference images.
- Rendered its own page in headless Chromium and inspected frames (day, night, phone) before finishing.
- Mode: interactive TUI (tmux 160x48), prompt pasted via tmux paste-buffer, no human input after
- Files copied from outside the result folder (page, video, poster frame, extra, transcript): The runner's drop has only meta.json and cost.json. The final page, the capture video, the comparison sheet and the Codex rollout live in the runner's work folders and are copied from there.
