GPT 5.6 SOL vs Kimi K3
$8.79 vs $3.53
Prompt:
Project Overview & Core Directives
Target Duration: Exactly 18.000 seconds (Acceptable range: 15–20s, but 18s is the absolute target).
Theme: Chinese ink-wash animation: A muscular tiger chasing a white rabbit, ending in calligraphy.
Resolution & Frame Rate: 1920×1080 at 30fps.
Format: Left-Right split-screen model comparison card (Double-column).
Allowed Models: Only Doubao or Keling 2.6 (Quality strategy: Balanced).
Audio Restriction: No dialogue, no voiceovers, no TTS, no subtitles.
I. Strict Character & Asset Consistency
The Ink Tiger: Must remain muscular with broad shoulders, thick limbs, and a long tail. Rendered in dense black and grey ink. Must retain distinct, stable tiger stripes and sharp gold-green eyes.
The White Rabbit: Markedly smaller than the tiger. Rendered using negative space (blank paper) or very light grey ink. Must retain long ears, a short tail, flexible hind legs, and a red nose. Under no circumstances can it morph into a mouse, cat, or fox.
Ending Assets: Must feature the exact Chinese calligraphy character "虎" (Tiger) and a vermilion red stamp of the same character.
II. UI & Canvas Layout Rules
Overall Canvas: 1920×1080 with a 48–60px border radius applied to the entire player card.
Top Info Bar (Y=0 to 270): Black with a low-contrast dark grey grid.
Left Text: "GPT 5.6 SOL" (Centered around X=480).
Right Text: "KIMI K3" (Centered around X=1440).
Text Formatting: White, bold, narrow sans-serif, transparent background (no white bounding boxes). Must remain strictly within the safe zone (Y=60–220).
Middle Video Area (Y=270 to 810): Height of 540px. Two 960×540 video windows divided by a thin, vertical grey line.
Bottom Bar (Y=810 to 1080): Black with a low-contrast dark grey grid. Absolutely no text, watermarks, or logos (e.g., Higgsfield or custom brands). Do not generate the text "Generated with Seedance 2.0."
Post-Production: All text, grids, divider lines, calligraphy characters, and stamps must be composited in post to prevent AI text warping.
III. 3-Segment Generation & Retiming Math
The 18-second video must be generated in 3 continuous segments (A, B, C) for both left and right sides. Never directly trim a clip to fit the time.
Segment A: 00:00–00:06 (Target: 6s)
Segment B: 00:06–00:12 (Target: 6s)
Segment C: 00:12–00:18 (Target: 6s)
Mandatory Retiming Rules:
If the raw clip > 6 seconds: You must keep the full action from the first to the last frame. Compress the timeline using overall acceleration or action-aware speed-ramping.
Formula: Speed Multiplier = Raw Duration ÷ 6 (e.g., an 8s raw clip requires ~1.33x speed).
Use Optical Flow/Motion Interpolation to maintain 30fps.
If the required speed exceeds 1.5x, the clip must be discarded and regenerated.
If the raw clip < 6 seconds: Slow down slightly (max 15% deceleration). You may hold the final resting frame for a maximum of 0.5s. If it still doesn't reach 6s, regenerate.
IV. Continuous Narrative & Prompt Structure
Segment A (00:00–00:06)
Action: A black ink drop falls and splashes. The splash morphs into a sharp tiger's eye, reflecting a white rabbit. The eye dissolves into ink clouds and rebuilds into a full tiger. The rabbit flees left; the tiger chases from the right. At the very end, the tip of a giant calligraphy brush enters from the top right.
Continuity Check: Must end mid-chase with the brush actively entering the frame.
Segment B (00:06–00:12)
Action: Seamlessly continuing the chase. The brush paints a landscape (mountains, riverbanks, bamboo) as it moves. The tiger's tail and the brush stroke form a circular Enso. The tiger leaps through the circle; the rabbit dodges sideways. The tiger lands, causing a massive, screen-filling black ink explosion.
Continuity Check: The final frame must be completely dominated by the ink splash (with minimal white cracks) to set up Segment C.
Segment C (00:12–00:18)
Action: The ink splash holds its exact shape, then retracts/flows inward to form the bold calligraphy character "虎". The rabbit peeks from under the character and hops away.
Split Ending:
Left Video: The character holds, and a brush enters from the top right to drip black ink.
Right Video: The character dissolves back into the paper, replaced by a dripping black ink drop that transforms into a vermilion red "虎" stamp.
V. Master Audio Engineering
Audio is engineered after all video retiming is locked. Do not use AI-generated native audio from the raw clips.
BGM (Background Music)
Format: A single, continuous 18-second track. No restarts or abrupt key/volume changes at the 6s and 12s seams.
Style: 100 BPM, 4/4 time signature. Oriental cinematic tension (deep drums, light percussion, Guqin, bamboo flute).
Rhythm Nodes: Builds from mysterious (0-3.6s) to rhythmic chase (3.6-9.6s), hits the climax peak exactly at the ink explosion (12.0s), and naturally fades out with a stamp sound (16.8s) into a natural tail.
SFX (Sound Effects)
Mixed on a separate layer over the BGM.
When key SFX play (roars, ink explosions, leaps), the main BGM track must automatically duck by 3–5dB.
VI. Required Output Deliverables
project_spec.json, continuity_manifest.json, storyboard_final.json (Detailed project logic).
clips/raw/ (Left and Right: Raw Segments A, B, C).
clips/retimed/ (Left and Right: Time-remapped Segments A, B, C exactly 6.000s each).
audio/ (Master BGM, isolated SFX stems, and final_mix.wav).
retime_report.json (Logs proving all trimmed_frames=0 and exact speed multipliers used).
final/master.mp4 (The final 18.000s composite video).
run_log.json (Verification logs for UI safe zones, logo absence, and audio continuity).
Visualizing the ultimate showdown between the two most talked-about LLMs today: GPT 5.6 SOL vs Kimi K3.
One represents the relentless evolution of Silicon Valley engineering; the other, a powerful titan in long-context reasoning. As bleeding-edge tech fades into poetic Chinese ink wash, who reigns supreme?
Prompt:
System Role: You are a specialized AI agent for video deconstruction, high-fidelity timeline synthesis, and generative video production. Strictly follow the specifications below to generate an 18.000-second Chinese ink-wash animation.
Core Directive: The project's subjects, art style, narrative, layout, and audio structure are finalized. Do not alter themes, add slots, or swap characters. This prompt overrides any conflicting default instructions.
## 1. Project Overview
Total Duration: Exactly 18.000 seconds.
Theme: Ink Wolf chasing a White Deer (Chinese ink-wash, continuous morphological animation).
Visual Style: Chinese ink and wash, calligraphy animation, warm rice-paper background, dark ink tones with sparse vermilion red highlights.
Audio/Text: No dialogue, no voiceover, no TTS, no subtitles.
Output Specs: 1920×1080 resolution, 30fps.
Display Format: Left-Right dual-column model comparison card (Doubao vs. Keling 2.6).
## 2. Fixed Subject Specifications & Interaction
The Ink Wolf (Pursuer)
Visual Anchors: Must remain a consistent adult wild grey wolf rendered in thick black and wet ink textures. Sharp amber eyes, light grey ink mark on the chest, and a black tail tip.
Morphology: Lean, muscular, wedge-shaped head, erect triangular ears. Do not morph into tigers, dogs, or mythical beasts.
Movement: Realistic canine gait. Leaps must show wind-up, airborne suspension, landing, and momentum recovery.
The White Deer (Target)
Visual Anchors: Consistent adult white deer rendered via paper-white negative space, light grey outlines, and ink shadows. Black eyes, short white tail, four-point symmetrical antlers, and a distinct light grey ink splash on the left shoulder.
Morphology: Slender and graceful. Do not generate rabbit ears, canine paws, or extra limbs.
Movement: Realistic cervid gait. Jumping a stream requires natural extension and retraction of all four limbs.
Interaction Rules:
The deer is slightly taller but much slimmer. The wolf remains strictly behind the deer.
Crucial: No physical contact. The climax features an evasive dodge only. No biting, capturing, blood, or death.
## 3. Fixed Layout & UI Elements
Canvas: 1920×1080.
Top Bar (Y=0–270): Black background with a dark-grey grid. Contains white, bold, sans-serif text: "GPT 5.6 SOL" (Left, X≈480) and "KIMI K3" (Right, X≈1440) strictly positioned at Y=60–220.
Video Area (Y=270–810): Two 960×540 video windows divided by a thin grey vertical line. Text must not bleed into this area.
Bottom Bar (Y=810–1080): Black with dark-grey grid. Strictly no text, logos, or watermarks (e.g., Higgsfield).
Post-Processing: Apply a 48–60px corner radius to the black player card. Text, grids, dividers, and final calligraphy/seals are composited in post.
## 4. Production Structure & Time Adaptation
Produce three contiguous video segments (A, B, and C) for both the left and right columns (6 raw clips total).
Segment A: 00:00–00:06 (Target: 6s)
Segment B: 00:06–00:12 (Target: 6s)
Segment C: 00:12–00:18 (Target: 6s)
Retiming Rules:
Original clips can be 5–8 seconds, but you must time-remap the entire clip to exactly 6.000 seconds.
No trimming: Retain from Frame 1 to the final frame (trimmed_frames=0).
Use optical flow/motion interpolation to maintain 30fps.
If the required speed multiplier exceeds 1.5x, regenerate the clip. Discard all generated audio.
## 5. Scene Prompts & Strict Continuity
All motion strictly flows from Right to Left. No mirroring, and the wolf must never overtake the deer.
Segment A (00:00 - 00:06) | The Emergence
Prompt: Frontal fixed continuous shot on warm rice paper. A thick black ink drop falls and splashes. The ink blooms, cracking open to reveal a sharp amber wolf's eye. Inside the pupil, a white deer (4-point antlers, grey shoulder mark) is running. The black ink swallows the eye, morphing seamlessly into an adult Ink Wolf. The white deer runs left; the wolf pursues from the right rear in a low stance. Ends with a giant calligraphy brush entering from the top right.
Connection to B: Must freeze mid-stride with the brush visible.
Segment B (00:06 - 00:12) | The Chase & The Leap
Prompt: Seamlessly continuing, the brush sweeps across, generating light ink mountains, pines, and a shallow stream. The animals' footprints and body curves form a thick Enso (Zen circle) in the center. The wolf winds up and leaps toward the deer. At the last second, the deer leaps left over the stream, dodging safely. The wolf's front paws land on the deer's previous position, exploding into a massive ink and water splash, revealing deer hoof prints.
Connection to C: Frame must be mostly covered by the ink splash, with the deer's afterimage exiting top-left.
Segment C (00:12 - 00:18) | The Calligraphy Resolution
Prompt: Continuing from the massive splash, the ink droplets, wolf silhouette, and Enso circle flow backward to the center, morphing into the bold Chinese calligraphy character "狼" (Wolf). The deer's afterimage safely exits left. Left side: The brush drips a final ink drop. Right side: The character fades slightly into the paper, replaced by a vermilion red seal "狼".
## 6. Audio Synthesis (18s Continuous)
Strict Rule: Only one complete, continuous 18-second BGM track (100 BPM, 4/4 time, cinematic oriental ink style: low drums, guqin/pipa, bamboo flute). No vocals, no modern drums.
Key SFX Cues:
00:01.2: Ink drop impacts paper.
00:03.6: Wolf finishes materializing (whoosh).
00:06.0: Brush stroke sweeping.
00:09.6: Enso circle closes, wolf winds up for the leap.
00:12.0: Wolf lands, heavy bass boom, massive splash (No deer injury sounds).
00:15.0: Calligraphy character solidifies.
00:16.8: Red seal stamping sound.
## 7. Final QA Hard Fails & Deliverables
Immediate Rejection if:
Total duration is not exactly 18.000s, or any segment was trimmed instead of retimed.
Morphing fails (wolf turns into a dog/tiger, deer gets extra limbs).
Any physical contact/gore occurs between the animals.
Logos or watermarks appear in the bottom black bar.
Music restarts at 00:06 or 00:12.
Required Outputs:
project_spec.json
continuity_manifest.json
storyboard_final.json
clips/raw/left/ & clips/raw/right/
clips/retimed/left/ & clips/retimed/right/
audio/bgm_master_18s.wav & audio/final_mix.wav
retime_report.json
final/master.mp4
run_log.json
Messi vs. Yamal. The ultimate generational clash for the World Cup trophy.
❤️ Like for Messi's crowning moment
🔁 RT for Yamal's historic dawn
Drop your score predictions below! 👇
Claude Fable 5 vs. Kimi K3. Both running on the same benchmark via Seedance 2.0.
Intentionally pushed them with a 3D voxel environment prompt, but the way they interpreted the complex mechanical layout and internal physics is fascinating.
The frontier is moving so fast. One nails the raw rendering polish, while the other carves out incredible consistency. Who do you think took the crown on this frame? 👇
Same prompts, a whole new level of creative control. 🔥
Testing Seedance 2.0 on complex emotional nuances and cinematic camera physics. The temporal stability is just insane.
Full open-source prompts & seeds below. 👇
Prompt:
[Slot Execution Instructions]
No replaceable slots are configured. Bracketed sections like [Project Overview] and [Output Checklist] are fixed column names, not slots. Execute directly according to these specifications without inquiring. Do not alter the game genre, model names, 3-column layout, art style, shot count, target duration, or audio design.
[Global Highest Priority: Complete Action and Duration Adaptation]
This rule takes precedence over all other generation, editing, and compositing requirements.
Target Duration: The final Master duration is approximately 28 seconds. Fable 5, Kimi K3, and GPT-5.6 Sol are three parallel tracks playing simultaneously, each running for about 28 seconds. Their durations must not be added together; the Master is not 84 seconds.
Sequential Generation: Prioritize generating a continuous 28-second clip for each column in a single pass. If limited by the model's single-generation duration, use last-frame continuation to produce sequential segments. The next segment must seamlessly connect from the last frame of the previous one, inheriting the spaceship, enemies, barrages, items, background scrolling, and HUD visual style.
Unified Speed Multiplier: If the total duration of the raw sequential footage in a column exceeds 28 seconds, it is strictly forbidden to crop the clips, delete intermediate actions, or only keep the first few seconds. You must apply a unified speed multiplier (speed_factor = Total Duration / 28) to compress the entire continuous track. Action coverage must be 100%, preserving the sequence from the first frame to the final frame.
Continuity: Do not use hard cuts, black/white flashes, or cross-dissolves to mask discontinuities. If a segment fails to inherit the state, it must be regenerated.
Audio Resync: After video retiming is complete, resync and produce the BGM and game sound effects. Use pitch-preserving time stretching if original audio must be retained; never delete video actions to match audio length.
[Project Overview]
Duration & Framerate: Approx. 28 seconds, ~30fps.
Aspect Ratio: Horizontal 16:9 (Reference: 1212×720 or proportional HD).
Theme: Side-by-side comparison of vertical space shooter games generated by three AI models: Fable 5, Kimi K3, and GPT-5.6 Sol.
Art Style: White minimalist tech display frame, deep blue-black space interiors, retro arcade style, cyber neon, vector HUD, and slight CRT glow.
Fixed Constraints: Single continuous shot with no camera movement or montages. No real people, live-action devices, or watermarks. Only use doubao or keling 2.6 if video models are required.
[Three-Column Detailed Differences]
The three game windows are identical in size and alignment, separated by light gray vertical lines. Headers and HUDs are locked as stable graphic layers in post-production.
Fable 5 (Left): Minimalist near-black space with sparse stars. Cyan triangular wireframe spaceship firing thin cyan bullets. Magenta geometric wireframe enemies with low density and weak explosion feedback. Top HUD displays score, WAVE, and 3 hearts.
Kimi K3 (Center): Traditional arcade style. Deep blue-purple gradient sky. Blue solid spaceship with exhaust flames firing vertical yellow bullets. Magenta, purple, and orange geometric enemies dropping items and showing +100/+200 points upon destruction. Top HUD displays SCORE, LEVEL (advancing 1–6), and heart lives.
GPT-5.6 Sol (Right): High-density neon style. Scrolling perspective grid with a planet in the upper right. Fast-moving cyan-white glowing spaceship firing dense yellow-white bullets. Neon-colored enemies entering in scattered, diagonal, or full-row formations, causing massive bullet hells and intense particle explosions. Top HUD displays SCORE, SECTOR, and heart lives.
[Storyboard Rhythm]
This is a single continuous shot with escalating combat intensity:
00:00–00:08: Simultaneous base shooting. Center column enters Level 2; Right column adds colored enemies and barrages.
00:08–00:20: Intensity increases. Center column reaches Level 4; Right column forms complete formations and drops power-up items; Left column maintains a minimalist pace.
00:20–00:28: Climax. Center column reaches Level 6; Right column unleashes massive bullet hells and multi-row enemy arrays. The video ends abruptly while intense combat is still ongoing.
[Standard Execution Steps]
Setup Parameters: Initialize fixed specifications (16:9, 28s, 1 shot, 3 parallel tracks, no cropping) in project_spec.json.
Video Generation: Generate the three vertical game tracks independently. Maintain strict state inheritance using continuity_state.json at every continuation point to track spaceship, enemies, and UI.
Retiming & Assembly: Combine all sequential clips per column and apply the calculated speed_factor to compress each full timeline to exactly 28 seconds. Embed the three tracks into the static white tech frame.
UI & Audio Post-Production: Overlay and lock the Logos, titles, and HUD layers. Create a retro electronic arcade audio track with fast synth pulses and 8-bit game SFX (lasers, explosions, level-ups) synchronized to the retiming.
Quality Control: Inspect all continuation points to ensure 100% action coverage, stable layouts, and continuous HUD numeric progression.
[Output Checklist]
project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json
assets/ (Static UI, frames, and sprites)
source_clips/ (Un-trimmed raw clips) and clips/ (Full sequences and retimed 28s tracks)
audio/ (SFX tracks and final mix)
final/master.mp4 (Final composite video)
Fable 5 vs Kimi K3 vs GPT 5.6 Sol in game generation.
The battle is getting wild. Who takes the crown this time? Drop your choice!
Prompt:
[Slot Execution Instructions]
No replaceable slots are configured. Bracketed sections like [Project Overview] and [Output Checklist] are fixed column names, not slots. Execute directly according to these specifications without inquiring. Do not alter the game genre, model names, 3-column layout, art style, shot count, target duration, or audio design.
[Global Highest Priority: Complete Action and Duration Adaptation]
This rule takes precedence over all other generation, editing, and compositing requirements.
Target Duration: The final Master duration is approximately 28 seconds. Fable 5, Kimi K3, and GPT-5.6 Sol are three parallel tracks playing simultaneously, each running for about 28 seconds. Their durations must not be added together; the Master is not 84 seconds.
Sequential Generation: Prioritize generating a continuous 28-second clip for each column in a single pass. If limited by the model's single-generation duration, use last-frame continuation to produce sequential segments. The next segment must seamlessly connect from the last frame of the previous one, inheriting the spaceship, enemies, barrages, items, background scrolling, and HUD visual style.
Unified Speed Multiplier: If the total duration of the raw sequential footage in a column exceeds 28 seconds, it is strictly forbidden to crop the clips, delete intermediate actions, or only keep the first few seconds. You must apply a unified speed multiplier (speed_factor = Total Duration / 28) to compress the entire continuous track. Action coverage must be 100%, preserving the sequence from the first frame to the final frame.
Continuity: Do not use hard cuts, black/white flashes, or cross-dissolves to mask discontinuities. If a segment fails to inherit the state, it must be regenerated.
Audio Resync: After video retiming is complete, resync and produce the BGM and game sound effects. Use pitch-preserving time stretching if original audio must be retained; never delete video actions to match audio length.
[Project Overview]
Duration & Framerate: Approx. 28 seconds, ~30fps.
Aspect Ratio: Horizontal 16:9 (Reference: 1212×720 or proportional HD).
Theme: Side-by-side comparison of vertical space shooter games generated by three AI models: Fable 5, Kimi K3, and GPT-5.6 Sol.
Art Style: White minimalist tech display frame, deep blue-black space interiors, retro arcade style, cyber neon, vector HUD, and slight CRT glow.
Fixed Constraints: Single continuous shot with no camera movement or montages. No real people, live-action devices, or watermarks. Only use doubao or keling 2.6 if video models are required.
[Three-Column Detailed Differences]
The three game windows are identical in size and alignment, separated by light gray vertical lines. Headers and HUDs are locked as stable graphic layers in post-production.
Fable 5 (Left): Minimalist near-black space with sparse stars. Cyan triangular wireframe spaceship firing thin cyan bullets. Magenta geometric wireframe enemies with low density and weak explosion feedback. Top HUD displays score, WAVE, and 3 hearts.
Kimi K3 (Center): Traditional arcade style. Deep blue-purple gradient sky. Blue solid spaceship with exhaust flames firing vertical yellow bullets. Magenta, purple, and orange geometric enemies dropping items and showing +100/+200 points upon destruction. Top HUD displays SCORE, LEVEL (advancing 1–6), and heart lives.
GPT-5.6 Sol (Right): High-density neon style. Scrolling perspective grid with a planet in the upper right. Fast-moving cyan-white glowing spaceship firing dense yellow-white bullets. Neon-colored enemies entering in scattered, diagonal, or full-row formations, causing massive bullet hells and intense particle explosions. Top HUD displays SCORE, SECTOR, and heart lives.
[Storyboard Rhythm]
This is a single continuous shot with escalating combat intensity:
00:00–00:08: Simultaneous base shooting. Center column enters Level 2; Right column adds colored enemies and barrages.
00:08–00:20: Intensity increases. Center column reaches Level 4; Right column forms complete formations and drops power-up items; Left column maintains a minimalist pace.
00:20–00:28: Climax. Center column reaches Level 6; Right column unleashes massive bullet hells and multi-row enemy arrays. The video ends abruptly while intense combat is still ongoing.
[Standard Execution Steps]
Setup Parameters: Initialize fixed specifications (16:9, 28s, 1 shot, 3 parallel tracks, no cropping) in project_spec.json.
Video Generation: Generate the three vertical game tracks independently. Maintain strict state inheritance using continuity_state.json at every continuation point to track spaceship, enemies, and UI.
Retiming & Assembly: Combine all sequential clips per column and apply the calculated speed_factor to compress each full timeline to exactly 28 seconds. Embed the three tracks into the static white tech frame.
UI & Audio Post-Production: Overlay and lock the Logos, titles, and HUD layers. Create a retro electronic arcade audio track with fast synth pulses and 8-bit game SFX (lasers, explosions, level-ups) synchronized to the retiming.
Quality Control: Inspect all continuation points to ensure 100% action coverage, stable layouts, and continuous HUD numeric progression.
[Output Checklist]
project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json
assets/ (Static UI, frames, and sprites)
source_clips/ (Un-trimmed raw clips) and clips/ (Full sequences and retimed 28s tracks)
audio/ (SFX tracks and final mix)
final/master.mp4 (Final composite video)
@suiawan@sama I created this side-by-side comparison video using AI tools to show the difference between the prompt generated by GPT 5.6 SOL and Kimi K3.
@zarazhangrui Spot on. Most traditional and SMB executives know AI is the future, but they’re stuck on how to actually leverage it to drive business value. Bridging that implementation gap is the real challenge for C-suites right now.