Results / Swift 1.5 IQ3_XXS (Strata)
Swift 1.5 IQ3_XXS (Strata)
mswea-strata-swift15strataomarchy (RTX 3060 12 GB)steered
The original prompt had no render check, so the first pass of this build was never checked for things like see-through blocks. We added the check (checklist 1.1.0) after the run, re-checked the top builds, and resumed this same session with plain-words requests about what the check found (see Steers below). Wall time covers both parts; the other numbers on this page are for the resume.
The game opens in a new tab. It runs sandboxed, so a game that saves to browser storage may not keep its save.
Metrics
- Checklist score
- 94.4 / 100
- Design (rubric, 0–5)
- –
- Stop reason
- crash
- Model time
- 1hr 34mins
- Tool time (wall minus model)
- 29mins
- Wall time
- 2hr 3mins
- Tool calls
- 64
- Tool errors
- 3
- Errors by type
- {"other": 2, "syntax": 1}
- Loop-guard events
- 0
- Tokens in / out
- 3,897,177 / 87,688
- Thinking tokens
- –
- Decode / prefill tok/s
- 29.7 / 222.9
- Prefix reuse
- 0.986
- Peak VRAM (GPU / engine)
- 11,638 / 0 MiB
- Peak engine RAM
- 124 MiB
- Engine
- strata
- Model
- Swift 1.5 IQ3_XXS (Strata) (swift-1.5-iq3_xxs)
- Settings
- {"thinking": "medium", "reasoning_budget_tokens": 3072, "max_tokens": 7168, "sampling": "model card preset (live profile keys)"}
- Node
- omarchy (RTX 3060 12 GB)
- Prompt
- creative-v3
- Started
- 2026-10-14T16:42:44Z
Feature scores
- O
- 1
- C1
- 1
- C4
- 1
- C2
- 0.83
- C3
- 1
- C5
- 1
Screenshots
Landing page at desktop and phone widths, and the game at noon, at night, after breaking a block, and on a phone.
Checklist (17 pass, 0 partial, 1 fail)
| Feature | Test | Score | Evidence |
|---|---|---|---|
| O | files_present | 1 | {"required": ["index.html", "game.html"], "notes_md": true} |
| C1 | landing_loads | 1 | {"status": 200, "errors": [], "network_failed": []} |
| C1 | hero_preview | 1 | {"std": 20.1, "frame_diff": 4.7, "size": [940, 375]} |
| C1 | gallery | 1 | {"images": 4, "generated_nonblank": 4, "distinct": 4, "detail": ["560x340 std 33", "560x340 std 23.7", "560x340 std 35.1", "560x340 std 23.7"]} |
| C1 | landing_content | 1 | {"h1": "SOLAR RALLY GP", "features": 6, "controls": 514, "play": true} |
| C1 | play_now | 1 | {"url": "/game.html", "game_ready": true} |
| C1 | responsive_mobile | 1 | {"no_horizontal_scroll": true, "play_now_fits": true, "title_fits": true, "inner": 390, "scroll": 390, "play": [72, 318, 246], "h1": [33, 357, 325]} |
| C4 | game_loads | 1 | {"problems": [], "name": "Solar Rally GP", "state": "playing", "network_failed": []} |
| C2 | canvas_renders | 1 | {"mean": 82.6, "std": 42.8} |
| C2 | fps | 1 | {"fps": 60.2, "raf_fps": 60.2, "floor": 20} |
| C2 | input_responds | 1 | {"keys_that_worked": ["KeyW", "KeyA", "KeyS", "KeyD", "ArrowUp", "ArrowDown", "Space"], "mouse_worked": false, "tried": 9} |
| C2 | game_states | 1 | {"debug_state_playing": true, "no_debug_state": "start", "ready_without_debug": true} |
| C2 | deterministic | 0 | {"same_position": false, "same_picture": false, "delta_at_ready_500ms": 0.193, "delta_at_ready": 1.082, "picture_diff": 5.8, "start": [5.954663090891938, 0.02601274802799014, 3.844718756894681]} |
| C3 | stays_smooth | 1 | {"frames_in_1s": 62, "new_errors": []} |
| C2 | touch | 1 | {"player_or_score_changed": true, "other_fields_changed": [], "idle_drift": [], "visible_controls": ["steer left", "steer right", "brake", "accelerate"], "started_by": "already", "state": "playing"} |
| C5 | ground_contact | 1 | {"samples": 66, "under_samples": 1, "frac_under": 0.015, "hook": true, "probe": true, "travel": 113.1, "start_under": false, "first_under": {"x": 103.2, "y": 2.9, "z": -10.9, "ground": 2.8502436038129426, "surface": {"d": 0.21, "what": "TorusGeometry", "foot": 20}}} |
| C5 | render_stable | 1 | {"flicker_frac": 0.00021, "views": [{"worst": 0.00021, "size": [1280, 720]}, {"worst": 2e-05, "size": [1280, 720]}]} |
| O | self_contained | 1 | {"no_external_requests": true, "pinned_three": true, "no_third_party_branding": true, "external": [], "branded_files": []} |
Suite c1.1.1 · Chrome/152.0.7977.82 · WebGL: ANGLE (Intel, Vulkan 1.4.354 (Intel(R) UHD Graphics 630 (CML GT2) (0x00009BC8)), Intel open-source Mesa driver)
Steers (1)
#None · · start · score before
What I saw: The car drives straight through the road edges and the obstacles, as if they were not there. I played it again and want it to feel solid. Whatever I control (the character, car, tank or ship) should always stand or drive on top of the ground, roads, bridges and hills, never sink into them or float above them. Rocks, trees, walls, buildings and other big things should be solid: I should stop at them or slide along them, never pass through. Floors, roads and markings must not flicker when the camera moves (lift roads and decals a little above the ground, or use polygonOffset). So the testers can check this, add window.__game.groundHeightAt(x, z), which returns the height of the floor, road or terrain under that spot, and make window.__game.player.y the bottom of what I control (its feet or wheels), so on the ground player.y equals groundHeightAt(player.x, player.z). Keep everything else that already works.








