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GLM 5.2 vs. Opus (techstackups.com)

519 points by ritzaco · 20 days ago · 343 comments on HN

Article summary

The article compares the performance of GLM-5.2 and Claude Opus 4.8 on a task to build a 3D platformer game from scratch in raw WebGL. GLM-5.2 took longer and produced a rougher game, but at a fraction of the cost. Opus finished faster and produced a cleaner game, but at a higher cost. The article also discusses the benchmarks and online reaction to GLM-5.2.

Main themes

  • LLM comparison
  • Game development
  • Model performance
  • Cost and pricing
  • Benchmarking
  • Agentic tasks

What commenters say

  • A single one-shot prompt is not a reliable benchmark for comparing LLM performance.
  • The test was not a formal benchmark, but rather a vibe test to compare the models' capabilities on a long-running task.
  • The cost comparison between GLM-5.2 and Opus should include subscription prices, not just pay-as-you-go pricing.
  • Some commenters argue that GLM-5.2 is not as efficient or steering-friendly as Opus, but produces good output.
  • Others suggest that the subsidy status of the models is irrelevant to consumers, who only care about the price they pay.
  • There is disagreement about whether the API prices of major labs are indicative of their profitability or subsidization of subscriptions.
  • Some users are considering switching to GLM-5.2 or combining it with other models to reduce costs.
  • The lack of vision support and slower speed of GLM-5.2 are concerns for some users, despite its lower cost.