I reckon the advances in Opus 5.5 are due to the training set.
They've probably tapped into private codebases now, mass plagiarization celebrated as a leap in capability.
I'm willing to take the risk just to prove this gut feeling.
Here's a challenge for all vibecoders out there:
Try to recreate VAMP if you can.
It's not in the training set.
It's so simple that it should work.
I'm willing to bet it won't.
Because it's handwritten, for the most part.
I still used LLMs as search engine, for APIs and whatnot.
But that's just because how terrible search is today.
AI can only interpolate, not extrapolate.
VAMP is that extrapolation challenge.
Something that's not in the dataset at all.
Here's the challenge, being all generous here:
- can be a mobile or VR app, arm64
- 120@720p / 50@1080p / 10@4K (hover to play)
- 30 videos @ 280p (playing at the same time, trailer)
- hover to play means instant audio transitions, no delay
- 8192 tabs in 100 MB max
- must run on systems with 8 GB of memory
- subdivisions(3x3,5x5,7x3) per tab, 2x2 after
I'm still betting on raw creativity over regurgitation.
This challenge is especially for @dhh and @claudeai.
Prove me wrong, it should be so simple.
@nikitabier how many original inventors would share their invention now that pillage and rape has become the norm?
i have a language that recompiles a full program in <1ms, why would i share it?
what's there to gain than instant theft?
you won, you'll be drowning in regurgitated ideas.
@nikitabier only a parasite who has never produced anything original in their life would celebrate this.
sure, lets rape and pillage anything left original and take away any incentive to do anything original ever again.
your vision disgusts me.
another difference between Valve and Meta is the attitude towards developers.
Valve is a defacto monopoly, actively hostile toward their developers, only caring about their 30%, keeping gamers reasonably happy while screwing over the devs.
Meta wants/needs devs to succeed.
bringing in the full gamepad just for 2D games shows Valve has no idea what VR needs.
those extra inputs are just noise, completely missing the point of VR where you have all possibilities of contextual UI.
their focus is bringing in 2D experiences onto a giant flatscreen, tells you all about their vision (Steam).
@RustCohleAOE@NimaZeighami the only reason they're so big is to fit in the full gamepad controls, i can't imagine how they would be ergonomically better than Quest3 controllers, especially for longer sessions.
that extra shoulder is awful too IMO.
did some analysis here:
https://t.co/gDQfbM7brg
VR controller hall of shame, look at that size difference!
larger controllers has smaller buttons.
and buttons on one, dpad on another.
thumbstick positioning/size is just awful.
also no thumbrest, incredibly useful rest-state input.
contrast with Quest3 controllers, they're perfected.
perfect size/weight/ergonomics/balance/feel.
any smaller/bigger would've been worse.
apparently this is what happens when you allow all employees do critical product/design decisions, the result is an incoherent mess of a design by committee.
VR controller hall of shame, look at that size difference!
larger controllers has smaller buttons.
and buttons on one, dpad on another.
thumbstick positioning/size is just awful.
also no thumbrest, incredibly useful rest-state input.
contrast with Quest3 controllers, they're perfected.
perfect size/weight/ergonomics/balance/feel.
any smaller/bigger would've been worse.
it gets worse, they have shoulders instead of a single trigger. i can't even, who is this for? who asked to play their 2D games inside a VR headset?!?!@#?
i think most people left in disappointment because there simply isn't anything interesting/novel/fun that's happened in VR since it's inception.
eg reloading a gun shouldn't be more work than in a desktop shooter, nothing should be more work than in desktop in any case.
it's amazing how tolerant remaining VR community is, tolerating awful ergonomics, UX, performance, graphics, design, endless tutorial hell, awful controls with forced skeumorphism, this obsession with recreating physical world limits.
i have yet to see a good VR experience.
they have the goodwill of community but even that can't save them from reality.
it's a DOA confused product made for enthusiasts(?), not regular people, assumes one has a beefy machine to run VR experiences on top of a 1K$ headset that's worse in every aspect in standalone...
SteamVR/OS remains a joke that keeps crashing every so often.
it's the other way around.
creating with AI guarantees that the product becomes instantly clonable as the creation process becomes training data for the next frontier model.
AI still can't replicate something seemingly as simple as VAMP because it's not in the training set.