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by maxutility·14d ago·view on hn ↗
Agree. The pelican benchmark was interesting a year ago when most models struggled and a good pelican indicated an unusually capable model. Now it’s saturated and uninteresting.

A good new benchmark should have awful performance to start and there should be a lot of headroom for improvement. This benchmark is also intentionally difficult and requires the LLM to develop the animation through spatial reasoning and first principals rather than existing video generation pipelines. Similar to how SVG generation was out of distribution for most models a year ago.

2 comments
I think it's interesting to see them visibly struggling to improve. Claude pelicans aren't much better today than they where 18 months.
The code I see is a lot like the pelicans. All of the code in codebases, good, bad and ugly, is slowly being replaced by whatever level of code ai is currently able to create. All code is now a slightly wonky pelican on a bike, but if you look closely, it doesn’t fully make sense. Since ai is converging on less wonky, but not internally consistent, we’re just moving on to what is possible with high volume instead of detailed quality. I think that is the ai software world as well.
Rendering 3d worlds has hugely improved though.
they are quite good also at placement and creating scenes etc. I had one implement a cascading shadow system in vulkan/glfw and just fed it back screenshots with peter pannin and acne spots etc.

it made a huge monstrosity first, 1500+ lines of shader code. Once it was happy with the result (it looked pretty good, almost blenders gamerenderer) it cleaned it up and a lot of debug code was removed. shrank it down to about 350 lines and made it much more readable.

this was something i didnt expect it to be able to do. create shaders, look at screenshots, fix em iteratively like that. multi modal debugging.

Have you seen pelicans in Simon Willison’s tests? It is still not a pelican on bike I would like to publish :)

Imho we don’t need to make benchmarks that draw the whole 3D world. Pelican’s drawing is really nice in its simplicity and complexity at the same time.

It seems to be an obscene waste of compute time to generate useless 3D worlds that are just a bragging - 3D is really heavy discipline to make it right, see Mark Zuckerberg’s ceased attempt with 3D VR…

Multiply it by thousands times as a lot of people have found out threejs lib and prompt “generate 3D world and make no mistake” are new orange/black.

Do you expect the SVG to emulate a hand-drawn picture, become more realistic, or just a more detailed illustration?

As for the often quoted issues with the bike's frame or problem with the steering column, I can't really tell, I am no bike expert.

I can instead judge how poor of a job it is doing with a LOTR rendition in Three.js, so that seems like a better benchmark.

A general benchmark (even Simon mentioned that it was meant as fun at the beginning) should be quick and easy to run, since we can expect that more people will want to try it out. That’s why I’m more like “team Pelican on a Bike”… :) cheers
At some point, I'd think labs would start "teaching the test" and start adding bike riding pelican's in the fine-tuning.
> useless 3D worlds that are just a bragging

No, this demo is the useless 3D world, and you're bragging.

A real game would have a lot more immersive of a world, and you wouldn't need to.