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Fable with low reasoning is roughly comparable to GPT-5.5 medium on the 20 puzzles they both solved. Fable scored higher in 14 of those, and I think Warming Tonic illustrates how different quality alchemical machines look. Solve rate isn't everything, quality is important!

41,084 Aufrufe • vor 3 Monaten •via X (Twitter)

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GPT-5.6 vs GPT-5.5 on my custom spaceship prompt. I gave both models the exact same custom prompt. This is also the same prompt I previously gave to Fable 5. For context, GPT-5.6 Pro worked for 87 minutes, while GPT-5.5 Extra High worked for 34 minutes and 42 seconds. As I’ve said before, based on great authority GPT-5.6 will be an incremental/soldi improvement over GPT-5.5, not a “Fable killer.” My rough expectation has been that it would trade blows with Fable 5 on some benchmarks, maybe win around half depending on the category, but not clearly surpass it overall. And again fable five will have bigger model smell, but this was expected. After testing this coding output, that view feels pretty accurate. GPT-5.6 is clearly better than GPT-5.5 in several visual areas. The lighting, shading, chairs, object details, and exterior of the spaceship looked noticeably stronger. The scene was also easier to test. I do want to give GPT-5.5 credit though. It built out the rooms much much better and the planets looked better than GPT-5.6’s. It was also interesting that both GPT-5.5 and GPT-5.6 produced better-looking planets than Fable 5 in this specific test. The downside with GPT-5.5 was stability. The game was much glitchier and harder to test compared to GPT-5.6. But when it comes to the core of the demo, which is the spaceship itself, Fable 5 still beat both models pretty comfortably. GPT-5.6 is impressive, but from this test, it looks exactly like what I expected which was a meaningful incremental improvement over GPT-5.5, at least for indie game demos, but not something that replaces Fable 5. In collaboration with Chetaslua

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Claude Code tip: once Opus 5.5 is your main model, stop leaving Fable 5.1 sitting idle and stop burning Opus tokens on tasks Sonnet 5.5 can swarm put it on call with /advisor run /advisor fable Opus 5.5 plans and ships the code Sonnet 5.5 swarms the routine work at medium effort Fable 5.1 reads the full session, every tool call included, and only speaks up at three points: → before a plan: is this the right approach? → when the same error comes back: am I digging in the wrong place? → before "done": what did I miss? Fable 5.1 reviews. Sonnet 5.5 executes. Opus 5.5 ships Jev engineering is the same move one layer down: the forks that need no thinker (which file, which tool, retry or stop) go to Jev in under half a second, and the big model only sees the ones that split Plan on high. Delegate on medium. Keep Fable on call. - the full tree > Opus 5.5 on high runs the main session > explorer reads the code > worker edits and runs tests > researcher pulls the docs > all three on Sonnet 5.5 at medium effort > Fable 5.1 on call as the advisor paste the tree and this prompt into Claude Code ↓ "Rebuild my Claude Code setup around this tree: 1. Check ~/.claude/agents and .claude/agents for subagents that already fit explorer, worker and researcher. > Draft new ones only for missing roles > Give each model: sonnet, effort: medium > Skip any that pin a different model and list them 2. Set the main session to high via effortLevel in ~/.claude/settings.json, and set advisorModel to fable 3. Find anything that keeps the advisor off (CLAUDE_CODE_DISABLE_ADVISOR_TOOL, DISABLE_TELEMETRY, any variable that stops feature-flag fetching) plus CLAUDE_CODE_EFFORT_LEVEL, which overrides subagent effort. Report them, change nothing 4. Add one rule to ~/.claude/CLAUDE.md: consult the advisor before a large plan, when an error repeats, and before calling a long task done Show me every change as a diff first. No edits until I say go." ↳

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