LLM benchmark

The same GTA prompt, different games.

Each model received the same demanding assignment: build a browser-based 3D open-world city inspired by Miami, with cars, pedestrians, police, missions, and synthesized audio. Claude Fable 5, Claude Opus 5, GPT-5.6 Sol, and GPT-5.5 are playable. Even the best results have bugs; the remaining outputs have very many bugs and are unplayable.

Results
7
Playable results
4
Demos to try
7
Method
Same prompt

Full ranking

Results and playable demos

The default ranking reflects the practical result. Filters keep the ranking intact and only hide runs that do not match.

Filters
Type
Parameters
Authors
GTA benchmark ranking Subjective ranking by practical result in this benchmark
Preview Model Type Parameter count / requirements** Result Bugs Note Demo
Gameplay screenshot of the GTA game BAYSIDE generated by Claude Fable 5 1Claude Fable 5 Closed Matched the assignment Playable Many bugs 1 corrective prompt. About 1 h 20 min generation; nearly 400K context. Demo
Gameplay screenshot of the GTA game Neon Bay generated by Claude Opus 5 2Claude Opus 5 Closed Partially matched Playable Very many bugs 1 corrective prompt for controls. Demo
Preview of the GTA game Neon Palms generated by GPT-5.6 Sol 3GPT-5.6 Sol Closed Partially matched Playable Very many bugs Required 2 corrective prompts for controls. Demo
Gameplay screenshot of the GTA game generated by GPT-5.5 4GPT-5.5 Closed Partially matched Playable Very many bugs - Demo
Gameplay screenshot of the GTA game generated by Gemini 3.5 Flash 5Gemini 3.5 Flash Closed Partially matched Unplayable Very many bugs - Demo
Gameplay screenshot of the GTA game generated by GLM 5.2 6GLM 5.2 Open-weight (OpenRouter) 744B 464.8 GB ≈9.52 GB / 100K Partially matched Unplayable Very many bugs - Demo
Gameplay screenshot of the GTA game generated by Qwen 3.6 27B ThinkingCap 7Qwen 3.6 27B ThinkingCap Open-weight 27B 16.8 GB ≈6.71 GB / 100K Did not match the assignment Did not work Contains fatal bugs No visible world.
About 1 h 17 min generation.
Demo

**Shown when available: parameter count, Q4 weight size at 0K, and cache/state at 100K. We use a concrete Q4 checkpoint or a labeled Q4_K_M estimate; 100K assumes one sequence in the documented runtime. Weight quantization does not change the cache while the runtime keeps the same cache layout and data types. Hybrid models can differ substantially in another runtime. Unverifiable values are omitted, and a lone dash means no value is known. Runtime buffers, vision components, and offload are excluded; this is not a universal minimum RAM/VRAM requirement.

On mobile or tablet, Demo opens a website-owned wrapper with touch controls. The original benchmark code remains unchanged.

Download benchmark results as JSON

Sources and run data

dates, prompt, run type, checkpoints, revisions, and memory data

Only documented data is included. A run date, prompt version, and run type are shown only when they were recorded; historical gaps are not estimated. Q4 weight size is not total RAM usage; cache or state at 100K is a separate figure for one sequence and the stated runtime.

GLM 5.2
Checkpoint or revision
zai-org/GLM-5.2@b4734de4facf877f85769a911abafc5283eab3d9
Last verified
Parameters
The parameter count was verified against the listed sources.
Data basis
Measured size of the specific NVFP4 artifact (nvidia/GLM-5.2-NVFP4). Calculated cache/state for 100K tokens and one sequence (BF16, vLLM).
Qwen 3.6 27B ThinkingCap
Checkpoint or revision
bottlecapai/ThinkingCap-Qwen3.6-27B-GGUF@0982db1be5e1e6cf7163ba89d7f63a9f18d2f4f0
Last verified
Parameters
The parameter count was verified against the listed sources.
Data basis
Measured size of the specific GGUF Q4_K_M artifact (ThinkingCap-Qwen3.6-27B-Q4_K_M.gguf). Calculated cache/state for 100K tokens and one sequence (BF16 KV/FP32 state, Transformers).

Method

Assignment used for the comparison

The complete prompt is documented below; where a translation is shown, the original wording remains available. Evaluation is based on actually launching the output, playability, bugs, and constraints of each run.

Prompt used for the assignment

Create a 3D open-world action game inspired by classic GTA-style gameplay. The game should have a stylized visual style close to GTA: San Andreas, but with improved graphics, better lighting, more detailed environments, and smoother animations. Do not use copyrighted GTA assets, names, characters, maps, or exact copies; create an original game with a similar open-world crime-action feeling.

The game should use a third-person camera. The player must be able to walk, run, sprint, fight in melee combat, shoot different types of weapons, and interact with vehicles. Weapons should be placed in various harder-to-reach locations across the map, or the player should be able to obtain them from armed gangsters or police officers after defeating them.

The player must be able to enter cars, steal cars, pull drivers out of vehicles, and drive around the city. The city should be inspired by Miami, with a tropical coastal atmosphere, boats, the sea, canals, bridges, beaches, hotels, highways, and dense urban districts.

The map should be fairly large and should not be a simple square grid. The road layout should include streets of different shapes, curves, alleys, intersections, multi-level intersections, bridges, tunnels, and a highway network with exits leading into city streets. The city should contain different districts with different architecture, atmosphere, culture, population density, and types of people, similar to real American cities.

Include districts such as:

* a Chinatown-style district,
* a Hispanic district,
* a district with a larger African-American community,
* a wealthy residential district,
* a downtown district with high-rise buildings,
* office districts with business buildings,
* coastal hotel areas with balconies, pools, bars, tourists, and people relaxing,
* dangerous gang-controlled districts,
* and one district occupied by homeless people living in tents.

The beach areas should be full of life. There should be people swimming, sunbathing, playing beach volleyball, walking, talking, skating, rollerblading, cycling, and relaxing near the sea. Streets in different districts should have different population densities, and pedestrians should visually and behaviorally match the district they are in.

Some dangerous districts should be controlled by gangs. Gangs should be visually recognizable by their clothing, colors, behavior, and preferred weapons. Gang members should patrol their areas, react aggressively to threats, and sometimes attack the player if provoked.

Create a custom map-generation format and tool for building the city. Think of it like a simplified SimCity-style internal format that describes roads, buildings, parks, parking lots, beaches, canals, bridges, highways, districts, spawn zones, and other city components. Use this format to generate repeated but varied patterns of buildings, roads, parks, parking lots, sidewalks, props, and environmental details. The city should feel handcrafted but should be generated from reusable rules and templates.

On the edge of the city, include an airport where planes can land and take off. The airport should have runways, hangars, parked vehicles, security areas, and moving aircraft.

The city should include civilians, gang members, police officers, police cars, police motorcycles, and two police helicopters. Police officers should appear as pedestrians, motorcycle officers, and drivers of police vehicles. The police should only start chasing the player when they witness the player committing a crime, such as shooting in the street, attacking civilians, stealing cars, or causing serious destruction. Police should not be everywhere; they should be distributed naturally so that the player is not immediately chased after the first small incident unless police are nearby and actually notice it.

Civilians should have different personalities and reactions. Most people should panic and run away when the player starts shooting, attacks someone, or tries to steal a car. Some drivers should panic and quickly drive away if the player tries to steal their vehicle but is too slow. A smaller number of civilians should be brave or aggressive and may fight back if the player attacks them, damages their car, or tries to steal their vehicle. However, if the player starts shooting, even these braver civilians should try to escape.

In dangerous districts, include dealers offering strange substances that can temporarily cause altered visual effects, distorted controls, hallucination-like effects, or other weird states for the player. These districts may also include prostitutes, addicts, and other street characters to make the atmosphere feel darker and more dangerous. Also include bars where the player can get drunk and where regular customers hang out, talk, argue, or react to the player.

The game should include classic GTA-style missions, but they should not feel repetitive. Each mission should be slightly different. Add around 20–30 missions in total. Mission types can include:

* delivering cargo from point A to point B,
* assassinating a gang leader,
* stealing a car full of money,
* winning illegal street races,
* escaping police during a race,
* finding and eliminating a rat cooperating with the police,
* protecting a character,
* attacking a gang hideout,
* stealing weapons,
* escaping by boat through canals,
* chasing a target through traffic,
* and other open-world crime-action mission types.

The game should include a mission system with objectives, markers, failure conditions, success conditions, rewards, and mission progression. Missions should use different vehicles, locations, enemies, and situations so that they do not feel copied from each other.

Add sounds for everything important:

* car engines,
* horns,
* brakes,
* crashes,
* tires,
* boats,
* helicopters,
* airplanes,
* footsteps,
* punches,
* gunfire,
* explosions,
* people talking,
* frightened civilians screaming,
* angry civilians shouting,
* police sirens,
* gang threats,
* bar ambience,
* beach ambience,
* city traffic,
* ocean waves,
* and general city noise.

Because this is a large and demanding task, plan it carefully before implementation. First create a dedicated TODO.md file. In TODO.md, break the whole project into clear milestones and smaller tasks. Then complete the work step by step, following the TODO.md file point by point. Keep updating TODO.md as tasks are completed. Do not skip details. Build the game gradually, starting with the core playable systems, then the city, traffic, pedestrians, police, gangs, missions, sound, UI, and final polish.