This is genuinely fun to play. I I'm genuinely actually distracted right now in terms of me speaking. Okay, that immediately started a fight. Today

we're going to be putting GPT 5.5 Pro to the test with a bunch of more intricate and rather difficult, at least in my opinion, tests. So, for today's

video, we're going to begin just with a brief look at the little bit of pertinent information that

exists about GPT 5.5 Pro, as in this announcement post for the GPT 5.5 model family, which did come out about 3 days ago. Most of this was really

centered on just the regular 5.5 model and not necessarily the Pro model, but they are both now available in the API as well. And we'll talk a little

bit about the pricing as that is rather significant, I suppose one could say. So, feel free to

subscribe. As I do want that 100K plaque, and let's get into it. We see 5.5 Pro is listed and half of the benchmarks on this chart are not actually

populated with this model. We can see here that sometimes it's not even hypothetically as performant as just the regular 5.5, but something we're

going to notice I would hope in today's video is that this model really has some depth to its capability.

And I have curated some specific tests that I've not ever done before with anything to really try to push this thing to its absolute limit. We do see

one mention about 5.5 Pro. Early testers are seeing a significant step up in both the difficulty and quality of work it can take on, which is very

good, as well as these latency improvements. And when I've been using 5.4 Pro, or whichever model

preceded that one as well, I found that results would come in between like 60 to 90 minutes for the types of things I was doing. A lot of them are

like games cuz I do find that fun. And something I am kind of interested in seeing as well is how long it takes because 5.5 in general, I myself have

noticed as well as I've seen many others pick up on, it uses significantly less tokens and takes less

time to produce results that are equal to or greater than what would have been given with 5.4. So, though it is more expensive, perhaps it uses less

tokens, and that's what all of these charts right here say. Now, from this model card, we can see a bit more pertinent information about Pro, and this

is just in the OpenAI developer website, where there's a bunch of information about all their models

and things of the sort. Essentially, this is six times as expensive as the non-Pro 5.5. So, the input for this is $30 per million input versus $5 per

million input for regular 5.5, and this is $180 per million output versus $30 per million output for the regular 5.5. So, six times as expensive, and

even right here, we see GPT-5.5 Pro uses more compute to think harder and provide consistently

better answers. They do even mention right here, "Some requests may take several minutes to finish." I find that some of the requests I've run in all

of the Pro models that have basically existed ever will take upwards of 60 minutes. Even I've had some that have gone over 90 minutes, but the results

were like, "Woah." For the specifics about the context window and the cutoff date, a December 1st,

2025 knowledge cutoff, so that is very recent in the scheme of things. We have a 1 million token context window, a little over, and 128,000 maximum

output tokens, which is a very, very healthy amount. In terms of our modalities, it is text and image in, so you can send it a picture and a sentence,

and then output it will just give you text output. Something I find, at least with using 5.5, excuse

me, 5.4 Pro, is that even through the ChatGPT web app right here, when I was using 5.5 Pro for some things, it was functioning very agentically, where

you can see in a side panel that opens up some of the things it does, and it was very competent. It wasn't just like, "Oh, okay, the only thing I can

do is spit out the code here for the user to then try." It would see its results and understand

them and iterate on them before providing a final solution, and this is something I would expect to see with this 5.5 Pro as well. So, let's take a

look at our first prompt. I have instructed it to create a low-poly 3D gym game using 3.js called Tough Talkers. Now, I know you're probably rolling

your eyes like really? Hold on 1 second and it will make more sense. The game is a free roam gym with

the player controlling a character. It consists of walking around the gym and interacting with NPCs. In order to make the game fun, the inclusion of

an AI driven NPC dialogue system must be implemented. The core components for this system are as follows. Using a lightweight LLM via WebGPU like

Gemma 270 million or Qwen 2.5 0.5B. 2.5 because it doesn't have thinking in three and three plus does. It

will just be easier to use an older one for this specific task or a different model that you believe would better suit this task. The lightweight LLM

will drive an interaction system where the player gets near an NPC. They have the option to engage in a conversation by pressing a key. A chat bubble

will appear where the player can send messages to the NPC who will respond via the LLM with their

response displayed in their own dialogue box. Simultaneously, there will be a sentiment score for the messages the player sends to the NPC tied into

an aggression meter, which I should probably fix the spelling on. If the player sends too many insulting gym related terms such as weak, slow, etc.,

the aggression meter will rise. If it gets too high, the NPC will attack the player and a beat them up

style combat will take place like an arcade like style game. The system this game will run on has up-to-date Chrome browser and sufficient power to

handle either of these models through WebGPU. Any specific instruction not directly mentioned in this instruction is left to you to decide on and

implement. Do not ask follow-up questions and do not present a partially completed result. I expect a

fully functional game result. So, we'll send this here and if I were to guess, I would imagine this will perhaps take if I need like call it 58 minutes.

So, this only took 16 minutes and 54 seconds. I honestly I'm very surprised by how quick this was. Perhaps it was simpler than I'd assessed, but it

provided it to us in a zip, as well as the specific instructions to run this. So, I'm very eager to see what this has. So, unfortunately, whatever is

supposed to happen, unless it specifically instructed me to download the files, but it should have

done that automatically when I selected warm up local LLM. All right, so we have a fallback here. Let's just at least see what's up. Okay, this is

kind of cool. Not necessarily as um aesthetically pleasing as I'd want it to see. I do like the UI. It still has that like GPT-ism visual aesthetic,

which is like the dark blue and the bubbles. Now, really, the biggest issue right here is that this is

unfortunately not working. Now, this does allow for image input, so I'm just going to send it a photo of this issue, as well as a slight description,

and say, "Fix it." All right, let's take a peek now at our hypothetically fixed variation. Local LLM download started. Perfect. And now we can see

that it is properly downloading the specific files that we need. Let's go to Max wrapper. Oh. Okay, and

it still has that weird lock issue, where it basically So, right now, it's almost as if you get sucked into someone's orbit, and then you can't

actually leave. So, let's just see what happens. And keep in mind, oh, the spacebar issue. This is actually like using a tiny little LLM to power NPCs

conversationally in a game, which I think is an area that is going to explode in popularity as the AIs

get smaller and easier to run on edge devices, and more folks implement them into their games. So, we should I mean, it's going to take a little bit

of time to actually get a response here, and that's kind of what I mean, that this may become more popular as latency gets reduced for edge devices

and things like that. As right now, it breaks immersion how slow the response is, but we need to just

make sure we do actually get one. I want to take a look at the code real quick cuz this is taking a bit longer than I'd anticipated. So, this laptop

has a mobile 4060. It's not the fastest thing in the world. So, this is pretty cool actually in looking in the code here because we see more about its

architectural decisions and I know most of my testing doesn't really revolve around actually like

looking at this stuff. We just like looking at the actual results, but this is very interesting cuz it did actually give specific personas to each of

these gym characters, which we can see right here. So, we have the Max Repper, competitive but secretly supportive, loves bench press, protein shakes,

and dramatic one-liners. Vega, Coach Vega, gruff, practical, disciplined, gives concise form

advice, and hates excuses more than insults. Cardio Kai, fast-talking, witty, and oddly wise, turns every convo into an endurance metaphor. And I did

just hear the fans ramp down, so it is possible we did get a result. Calm, sharp, and playful, Flexi Flow, encourages breathing, balance, and clever

comebacks. And then we have Nitro Nash, the boxing trainer, arcade fighter, short fuse, big heart,

and a habit of shadow boxing between sessions. And they all actually have specific aggression scores as well, with this one having the highest. Now,

something else that I thought was pretty cool here is the sentiment analysis that it put in is actually kind of hard-coded. So, if we scroll down, we

can see the analyze message sentiment function right here. We have sentiment scores for a bunch of

specific like trigger words for that sentiment. pretty cool. And then when it's actually building the LLM message, we can see a lot of this is

specifically like kind of um put into that. So, it could definitely make it a bit slower just to have to process a longer prompt or something of the

sort. And then also we have fallback replies and things like that. So, architecturally this seems to have

gone in an interesting direction here. I'm fine as I was when I came in here first. Can't wait to show everyone how strong I really am. And again,

this is a small quantized older model. I think this model came out in like September of 2024. So, now the biggest issue is we can't actually walk

away. We're stuck in the orbit and it's so frustrating. So, I've given it the additional follow-up, which

is just saying, "Okay, the LLM issue is resolved." I didn't really tell it like it's kind of slow to respond because those are some more hardware

limitations. If I ran this on a different system, it would inevitably be significantly faster. Additionally, I told it to fix the snap issue where we

just immediately get sucked into the orbit or position next to Coach Vega. Finally, I also wanted so the

player can initiate conversations and it doesn't happen where the NPCs initiate them. The text box has the issue where for some reason space bar is

not getting recognized or inputted, which just makes things odd and can kind of mess up the conversation. Then finally, allow the player to attack

NPCs without even needing to have a conversation with them. So, this should hopefully get us to where we

want to be in terms of an actual functional result. All right, let's check this out. I did also turn my speaker on, which I did not have on before.

First, we want to make sure good. J is to good. And there is actually sound. It's just really quiet, but that is okay. So, that's J, which is to

punch. K is to kick. Good. And we can actually see the animations are not bad. They're simple, but that's

okay. All right. So, let's go talk to Nitro Nash. I believe this was the one who had the highest aggression score. And I actually wanted to just peek

at the at the specific words that would trigger it. Weak, slow, scrawny, pathetic. Just see what it does.

Okay, that immediately started a fight. This is good. Nitro Nash is knocked down. Score bonus. Is he actually knocked down? Oh, he was. I'm good.

Mostly we cool. That was like an immediate So, the thing is that didn't we didn't have to wait for the LLM response because the sentiment analysis

just immediately triggered. Noodle arms was one. Aggression has gone up. Good. Now, we need to wait for the

actual response because this is one where it's just one word. So, it won't immediately trigger the fight sequence. I'm enjoying I like this. All

right, awesome. So, we did actually get a result. It took very long time, but it was accompanied by a little boop sound and he said, "You can't beat

this. Watch your waist get bulged out like a noodle." But then again, that's what we're here for. Hey,

look where you left off. I'm still up on my ladder ready to see more wins from now until nightfall. Again, you have to understand this is a quantized

very tiny model. So, we um let's just initiate uh some aggression with the sentiment analysis. Yep. All right. And the scores, I like that. It's

almost like showing like a hit point thing. Let's see what happens if we lose. All right. Breathe, then

train smarter. Okay, knocked down, back on your feet. Interesting. Can we attack multiple people, I wonder? No, it seems like it locks it to just one,

which is fine. We can block, too. Oh, that actually does work and it shows block.

He just got kicked like in a bad spot. All right. Uh-oh. Okay, so I think overall I would have initially expected this to have worked better the first

try, but I will say subsequent runs have made for a pretty interesting and pleasing experience. The biggest issue is the AI latency and things like

that, but one could imagine running this with perhaps a less um strict variant of that model on a

faster system and you could really have some fun smack talking in a little environment like this or any specific type of game you want. I mean, the

gym thing is just something that came to mind, but AI NPCs are something that are definitely going to become more prevalent in the future as the

hardware and the models allow for low latency responses. So, an interesting first test. Now, for the next

test, I do want to just start out by mentioning something I believe I neglected to mention. There are two specific thinking efforts selectable for pro

mode, standard or extended. I have it on extended and I will for every single test we run. So, our next test is going to be something that I would

consider too difficult. I do not believe that this will successfully be able to do this even when

given additional follow-ups, though I would be quite pleased to be proven wrong. So, when testing GPT-5.5, the non-pro version when it came out a few

days ago, one of the tasks I gave it was to actually create an EXE file that would run on Windows XP. We then burned that to a disk, brought it over

to an old XP laptop, and we're able to actually see a little GUI element open that said hello from

GPT-5.5. Following that, I had it try to create a little simple like top-down Grand Theft Auto style game. It did open and there were signs of a map,

but unfortunately, it just said Windows has encountered an error and the program did not work. So, this is going to be a significantly more difficult

task, which is related where essentially, I'm telling it I have this old Windows XP laptop. Here's

the specific version and I'm telling it's not up to date so it doesn't try to do something that would require like service pack 3 or something really

up-to-date for XP, as well as an Akai MPK Mini MK3 MIDI keyboard. So, basically, the whole task is to create a simple synth program for XP that will

allow me to plug my little keyboard into the system, show an on-screen interface with two to three

selectable sound effects, as well as a scale selection for different octaves being that this only has 25 keys. So, we want to be able to cover the

full range of an 88-key piano as one would have. The result should be an EXE and anything else needed to get this to work. The entire goal is a simple

program with a GUI to allow me to use this keyboard with the system. It will be attached via USB.

Again, I do not believe this is going to be able to do this, but I'm quite eager to see and I would be really impressed if it pulled this off. All

right, so right about 16 minutes we received a small XP compatible Win32 Synth executable. It's called XP MPK Mini Synth. It has a GUI with MIDI input

selection, sound preset, scale root selection, octave shifting, refresh, and panic/all notes off. It

outputs through the Windows default audio device using the XP Aero wave out. So, it should use the laptop speakers and headphone jacks without a bunch

of additional stuff. Akai's MPK FAQ says it's a class compliant USB MIDI keyboard that sends MIDI messages to computer software rather than producing

sound itself, which is exactly what this program is designed to receive and synthesize. Included

controls and we have some other specific like sound effects and things like that. I'm very, very eager to see exactly what happens here. So, in lieu

of burning this to a CD, I think I'm probably just going to do a flash drive here. All right, so we have our package copied over here and I do have

the synth. All right, so I'm going to unplug that. Plug this little keyboard in. Again, I don't really

expect this to work or at least not on the first try, but it would be really quite something I think if it did. So, I'm very eager. All right, good.

It does understand it and it actually understood in the bottom right corner. We actually got the name of this thing, which makes me a little bullish

that this may work. Let's just try running it as administrator. All right. So, it's not exactly what

I'd expected. It is a really simple GUI. However, the point is it does Let's just see. Oh my god, it works. I actually hear it. It's just like the

octave. So, watch this. It's going to be real hard to hear, but and then if we put the octave back up. That is really That is really something. Let's

change our sound preset. So, right now it's soft sine lead. Let's do 8-bit square. This should be a

little more noticeable. That's That's a wild.

All right. So, basically I'm going to be like vlogging here. That actually worked. And I did not expect that would work. Like maybe eventually, not on

the first try. So, when I tried having 55 make a more complex program, it did not work at all, but as we can see right here, we genuinely have

something that

And we're really able to change our sound preset. So, let's try bell pluck. We haven't tried that. Harder to hear, but

That is awesome. So, as we saw that worked perfectly. I may have been expecting more of an aesthetic UI. I will be honest about that, but functionally

it worked. The sound effects worked. I'm very impressed that in this time, which was not even 16 minutes, it did this. As I may have said, I I have

overestimated the complexity of this, but I don't know because I tried 55 with what I would have

assumed to be a simpler task, which was like the little overhead GTA game, and it didn't work. This worked, and this was definitely more complex, so

I'm very impressed. So, now I'm going to be giving this a spreadsheet of 10 different types of vehicles, each with 10 specific angles shown for each

one of them. That was generated with GPT image two. I'm going to have it turn this into a game.

However, it would be too simple to just have it cut up this spreadsheet and then use these for a simple like 2D or 2 and 1/2 D game. I want this to

make a little city. I'll call it like a Wangan style. So, if we do a control T, this is and I very much likely am mispronouncing the name, but it's

kind of a place in Japan where at least culturally in terms of how it's made its way into games and car

culture, it's known for like some of the street racing. So, I'm going to say and this is going to be a more casual prompt, use this spreadsheet. So,

this was a more off-the-cuff prompt, but the whole point is to use this spreadsheet for a 3D Wangan racing game. I'm going to butcher the

pronunciation, but the highway that goes through Tokyo that's known for like street racing and things culturally,

I guess could be said. The It should have a proper Tokyo looking map that loops through the city. The driver will be able to select any of these 10

cars, and the opponent vehicles will be AI driven in any of the remaining non-selected vehicles. The game must be 3D, meaning these sprites will have

to be wrapped around simple vehicle models in the proper orientation and in a way that preserves their

detail and overall shape. They should have visible tires that move, smoke effects for slides, effects for collision, etc. It can be more arcade style,

but it must look good. The camera should be third person behind the player's car. Make a good-looking menu UI and for the game as well. So, this one

is interesting because we'll actually see how it's figuring out how to look through this sprite

sheet. Now, I did something very, very similar to this in my 55 testing in the non-pro model and we were using that through Codex. It did ultimately

wrap them around a simple vehicle model at a varying degree of success, but I will say that it actually had cool like smoke effects and tires moving.

So, I'm looking basically for a fairly significant improvement in this to what I had received with

the regular 55 through Codex and I'm kind of hopeful that we'll get it. So, in 28 minutes and 30 seconds basically, which I interestingly is the

longest result we've had to wait for so far for this little racing game, which is cool, I guess. I would have thought it would be like the XP program,

but regardless, it created it and we can download it now and basically just run it. All right. So far, I

like what I'm seeing. It's got the GPT blue style aesthetic, but all of the cars here look very good. This is a also a test of its ability to use that

sprite sheet, which was AI generated. So, it was not like properly You know what I mean, maybe. Like it wasn't a specific sprite sheet style. It just

kind of So far, this looks good. It actually gave them each like specifications in terms of their

handling and things of the sort. For now, let's just start with the first one. Let's see how this did in actually wrapping the textures. Okay. Bayside

run. We do have wheels. Now, I'm going to note here, this map is incredibly jank. But, the areas where it isn't are pretty cool. Okay, good. Now,

we're contact, smoke effects. Okay, so it basically just Did we crash out? It basically just put Okay,

from right here, this looks pretty cool, but it basically just put the sprite sheets over cubes. And that's bad. And this is worthy of essentially

being insulted, I would imagine, because there's some good here, but there's also some bad. So, I'm actually going to give it two photos, because

there was something else here that was significantly impeding our ability to actually play this game, which

of course was the fact the buildings are just laid out through the actual track. So, I'm going to give it two screenshots, one of the cube car thing

and one of the buildings being on the track. Wow. Where do I begin?

So, I've given it this follow-up, which is somewhat harsh, but I truly do believe it is deserving of this harsh feedback. I am almost insulted, truth

be told. I I I clicked trash by mistake. That was a Freudian click. Ooh, we saw another car go down there. Okay, so there's a cool loop. Really just

the way that it literally made a cube and pasted the sprites onto it, which makes me angry. There's

obviously but I mean from right here, like it's not bad. And this I just don't not a huge fan of whatever the heck is going on there. All right, in 16

minutes it began by telling us that we were right to call that out, which indeed we were, cuz I was just not happy with that lackluster attempt at

wrapping those sprites around. So, let's take a peek and see what we get. Though, fingers crossed we

get something a little more uh vehicle-like. Okay, you know what? I'll take it. It tried. The map is better in that there are no specific uh buildings

in the road. I will say space bar to drift is actually kind of sick. As we come up on the enemies right here, uh I hate this stupid like I don't

understand. Uh at least we can press R and it actually resets us to our current position, which is good

instead of restarting us from the It's difficult. I'm going to try a different vehicle. I'm actually I assume they're all going to be kind of mangled.

But it did you know, it made some of the changes. This is difficult. And then this, I should have told it to get rid of this cuz this is infuriating.

The bridges look good and the buildings and we almost see like some shipping containers there or

something. We'll look at a more cube-like vehicle, which would be this GMC Typhoon. Okay, still a bit odd. But in the distance, when we see the other

vehicles actually driving, it looks quite good in this map and things like that. It's only when you really start to actually look that it's like,

"Ooh." But like right here, uh no. It's just frustrating. I'm over this. You know what? This is

frustrating. It's got huge potential. The signs look good, the buildings and I'm just but genuinely, I'm over it. It's frustrating me and I don't know

why. So, with that, I do have a much cooler prompt right here, which I did just write up. So, this is going to be make a I can't speak. Make a game 3D

cartoon style called Wall Street Bets. Now, if you know, this is a pop or subreddit related to

like finance and stock stuff. The game should be inside the New York Stock Exchange which with emphasis on fine-grain detail, screens that light up,

tickers, etc. The game should be a free roam where the player in third person walks around and the NPCs have thought bubbles that appear with lingo

that would be found in the r/wallstreetbets subreddit, things like diamond hands and other lingo that

would be found in there. There be enough individual strings that no repetition in thought bubbles is common. Basically saying like I want a 100 plus

different little bits of lingo to appear in the thought bubbles so we don't just have all the NPCs thinking the same exact thing. The goal of the game

is up to you. It's Avoid explicit slurs. Yes, that's true. The goal of the game is up to you. It can

be a beat 'em up style game or something more creative. The goal is a very good looking result and it must be contained in a single HTML script. Use

sound effects and other visual polish to make it awesome. I can't imagine it will take too long to do this, but I want to just see more like the

artistic direction that it takes this. All right, so after a power nap, I am back at this and we can see

in 21 minutes and 14 seconds we received our Wall Street Bets game. A single self-contained HTML game with a cartoon 3D New York Stock Exchange style

floor, glowing screens and tickers, roaming NPCs with randomized WSB style thought bubbles, collectibles, high fives, bear market interns, sound

effects, particles, mini map, and a moon mode win state. Open it in a browser, click start. So let's see

our Wall Street Bets game. So far this looks sick. Just from what I can see with the this UI in the background. Okay. Free roam the floor, collect

glowing tendie tickets. That is lingo all from the Wall Street Bets subreddit. High five hype starved brokers, dodge bear market interns, and ring the

closing bell when the floor hits peak meme velocity. Okay. NPC thought bubbles rotate through a big

shuffled pool of WSB style lingo so repeat should be rare. All right.

This map is really good. I have Okay. Look at the way it did the candles on the wall. This is I mean I don't know what I don't quite understand the

point, but basically I was more interested in the actual like UI and things here and this I mean the way it actually drew this map is in my opinion

very good.

So the bears are chasing us. I still can't ring the bell. I need six more tendies. Oh, okay. All right, we can do that. So I have to collect six more

of these tendies tickets, which is also WSB lingo. I need one more tendie. Where's Ah, it's back there. Okay. All right, the bell is ready and it

actually changed in the UI. So let's go. We'll ring this bell. All right, here we go. Moon mode and

that's the game. The floor has gone full cartoon in 250 seconds with 20 tendie tickets and 26 broker high fives. Well, I don't quite know what to make

of this, but it was certainly interesting and I would say the actual UI was awesome. Like the actual map was very good. I liked that a lot. Again, I

don't quite know what to say, but something I am somewhat interested in seeing is how many specific

thought bubble snippets of text that it includes. So let's take a look at the script and actually check that out. Yeah, I'd say that definitely put a

large amount of specific lingo here. I don't know how much, but we can see that was a very lengthy line and then there was another one under it. So it

did properly do that. Very good. This next one I think is going to be a different type of test

where I'm giving it a really simple one sentence prompt saying create an exact dimensional or dimensionally accurate replica of an Xbox controller

using OpenSCAD or however you would go about pronouncing that. Now OpenSCAD, if we just Google it real quick, is basically like a 3D modeling program

that is almost just like all written in code. So they say a software for creating solid 3D CAD objects,

and it's very um code-related. I did a test a while back where I had two state-of-the-art back then models do a test that involved actually writing

code for this so it could generate the 3D model from the code they wrote. Neither of them really got it perfectly, so this will be a difficult test to

see how well this thing can handle like spatial analysis and then transposing that into an actual 3D

item. So, and then if it looks really good after, maybe we'll 3D print it. All right, 9 minutes and 14 seconds later, we have created an Xbox One

modern Xbox controller-style replica. I did see this was looking for actual like store listings and things to find the specific dimensions of this

controller. So, I'm excited to see this because I am interested in 3D printing this, to be honest with you.

Okay, it's it's not perfect, but I will say it's made more difficult by the way it's rendering here. We actually do see specific elements for the top

plate and the thumb like knobs, the buttons, and then if we look underneath, I can tell you right now I'm not I'm not going to 3D print this cuz it'll

just be a disaster. There's too many like unjointed surfaces, but we can see it did kind of have

the end like effects here of a controller. Now, I'm I have another test that I'm really excited to run, but I think it would be doing a disservice to

not give it an image of this to see how it can actually go about trying to remedy some of the issues we're noticing. So, that is what I'm going to do

right here, and I think the best way to do that is to just specifically give it a photo of what

exactly we have here from maybe one or two different angles. I'm not even going to say anything. I'm just saying this is the result. I would imagine

it will see this and be like, "Oh wow, this looks terrible. I'm going to fix it using whatever techniques." Good. All right. In 7 and 1/2 minutes, it

said, "You're right. That result is not acceptable." And I do just want to point out, I didn't

specifically say that. I just gave it photos of the result, so it came to that conclusion on its own, which I am happy about because it was not

acceptable in any way. So, here's the new one. Okay. It's taking significantly longer to load, which could be indicative of a a more detailed result,

but I am cautious. You know what? That's better. I'm still not going to 3D print this because it will just

be kind of disastrous, but we can see the yellow cuts are actually fixed. There is more of a controller-style shape to this, I would say, even looking

at it from the bottom. Now, I know it's kind of hard to really be able to gauge what we're seeing here, but it did change the location of the controls

as well. We do have the thumbsticks there, and this is a significant improvement to what we had

seen in first glance, even having the upper buttons protruding out a bit. We can see that as well. And if we are just to kind of like look at the

vague shape from like this angle, maybe, you can kind of see like, "Oh, okay, that's somewhat of a controller." So, in lieu of the traditional like

SVG test of an actual controller, I wanted to push this a little harder because it is a pro model and

actually make it make the 3D model for a controller. And I would say, after the second iteration, this was actually acceptable. And this is something

that I'd like to do consistently as these models come out at like better intervals, to test like kind of like how the browser OS has shown significant

improvement over generations of models. I feel like this is something to run with the highest-end

of models, I suppose, could be said. So, it'll be something to keep an eye on as they do evolve. So, for our final test, I am going to have it create

a low-poly sport bike racing game using 3js. The game should feature high-quality motorcycle and rider models and take place on a simple racetrack.

Emphasis on details such as track barriers, grandstands, and infield items, as well as smoke particle

effects from the exhaust, skids, etc. should be arcade fuel and placed in the game. It should have sounds in a simple game menu where the user can

select their bike and rider. Each rider should have stats and a bio about them. Track elevation is optional, though it would improve the experience of

the game as long as it does not break the rendering. Sometimes, if it tries to put track elevation in,

basically the ground will be elevated, but the track will stay flat. So, it'll just kind of mess up like the visuals. So, that's why I worded it that

way for that specific line. Create a UI that shows the rider a motorcycle style speedometer, gear indicator, and rev counter. Keep it in the same

style a modern sport bike would have. A modern sport bike would mainly just have a big tachometer, which

is what shows the RPMs, and the speed would be less like I don't know. We'll see what it does here. And then, if a player accelerates hard, the bike

will perform a wheelie momentarily, but it will return flat and continue accelerating. Okay, I spelled that wrong. Include realistic lean effects on

both the rider and the bike. The camera should be third-person behind the player's bike with an option

to change to first-person, which will show the correct detail that would be seen in a first-person view, which would basically be the handlebars and

things like that. The result should be contained within a single script. So, I think this will be fun in terms of the result. So, in 17 and 1/2

minutes, we have our single-file sport bike racer game. Let's just check it out. Okay. Low Poly GP, select

rider. Okay, I was hoping that we would get like a little photo of the rider as well, but we do have different selectable bikes. I think I'm going to

go with the 1000R just to get that leader bike. Okay. Late Break Daredevil, Flow Specialist, and Data Driven Ace. I'll probably go with the Data

Driven Ace. The

Too loud. Too loud. Okay, this is why I was worried about having elevation here is because we can see

This is the model is impressive. Look at the wheelie and the sport bike model. I really Oh, we should have the first-person view as well. How do we

change the camera view? Let's check our first-person view. All right. That's That is cool. The problem is the camera has like a speed effect on it, so

it drifts back as we go faster, which messes up the first-person view. This is just like All right. I

have some I have some feedback. Though there is high potential here, I will say. Extremely so. I want to give it a photo of that. Then additionally, I

want to go to like the elevation. There we go. So, everything's just floating off the ground, which is a little frustrating.

So, I've given it honest feedback in all of these specific things noticed that I wanted to fix, but I'm going to say just first and foremost this is

really impressive in terms of like the bike model. And even when you do a wheelie like that, the lean effect is actually like the smoke effects, the

skid marks. This has such huge potential. All right, so it said that we were right to call those

issues out, which in fact we absolutely were. Let's just take a look at our fixed version. I'll use the 1000R. We'll use this individual as the rider.

And it removed the elevation, fixed the grandstands, and moved pit lane. Significantly better. Let's check the first-person view. Very good. Okay, it

locked it a bit like it could have shown the lean of the bike. I mean, this look at this right

here. This is actually let's I mean, this is really cool. We can actually just get a better look at the bike models. There's actually rims that are

noticeable. It did slow the opponents down perhaps a bit too much, but I did tell it to so regardless.

Still though, I'm left a little disappointed. So, I've given it some final feedback here. This is going to be the final test that we give it. I mean,

this was but this will be the final iteration chance that we give it. Basically, I'm just saying like come on, you can do better than this and we'll

see how it does. So, here's our third pass and what should hopefully be a very proper result. I'm

going to of course start with the thousand or the leader bike. Okay. Significantly better. We have Okay, so those weird lines on the screen are speed

effects, but I'm going to say this is absolutely fantastic in terms of the speed immersion that it added. The pit lane's more There's a building in

the road again. This model is frustrating. I'm going to say because this is going to lead us into our

closing thoughts anyway. I'm not really going to do the traditional results overview here because they were so spread out over basically like 24 hours

that I've been like doing this test. I will say the model seems a bit lazy where it's making simple mistakes like what we saw with the Tokyo Sprite

track as well, which is just really kind of frustrating where buildings are just appearing on the

track like that. Oh, we made ourselves into pit lane there. And I just feel like it's it's excellent, but at the same time it feels incompetent on

purpose. Like all this should have been able to have just popped this out in first try. Okay, I told it to do elevation so assume in a second try I

would have expected to have seen this. We have cars in a parking lot there. The track is better. The

actual sensation of speed is significantly better. And let's try our first-person view. See, this is excellent. This is exactly what I wanted. This

really is quite well done. We even see the rider model actually showing some level of lean here. And if it just the buildings on the track are just

really the only extreme level of frustration that I'm noticing here. This was a fantastic end result

aside from the buildings on the track. This is genuinely fun to play. I I'm genuinely actually distracted right now in terms of me speaking. The

wheelies are cool. This is cool. And we have those speed lines, which let's let that other rider kind of pass us. If if you'd shown me this like 2 3

years ago and been like, "Yeah, the AI made this in like three tries, but genuinely in one try it actually

had like the model done right." I would have been like, uh Wow. So, really that is going to conclude our test of GPT-5.5 Pro. To kind of sum up what I

was beginning to say here, it's very powerful, but it seems a little almost lazy where like getting stuff on the track like that, it shouldn't happen.

It knows better than that. So, it's definitely producing results significantly quicker than 5.4

Pro would have in the previous Pro models, but I don't know what the specific trade-off for that is. It's competent. It's all there. It's just kind of

like feels like it's giving like 80% effort when it should be giving 100% effort. It's close. I just would like it to be a little more competent

because it has the ability to and we don't know how much of it is tuned to kind of be cost saving,

especially when using it through the ChatGPT subscription because this is a really expensive model to run. If I ran a million output tokens through

this using it through my ChatGPT subscription, that's more or less the entire cost of the 1-month subscription. So, we have to keep that in mind as

well. And really, that is going to conclude our first look and test of the GPT 5.5 Pro model. Overall, I

will be using this myself for personal things that will not be spoken about unless you sign up for my course. No, I'm joking. No courses. However,

what I will do is I am going to put the motorcycle game up on my Ultimate Play website. So, by the time this video drops, if anyone wants to go and

play that motorcycle game with the buildings in the track, but other than that, everything is pretty

awesome, then you will be able to. And this was just Oh, that's the old version. I'll put the new one on. So, that's going to wrap it up. If you have

any questions, please feel free to leave them in the comments, and thanks for watching.