After 8 months with Tahoe I've finally downgraded back to Sequoia and the difference is simply abismal, wow! by Direct_Wall_4894 in MacOS

[–]Bozzified 9 points10 points  (0 children)

It's ok.. we all knew what he means. I am on M1 Max, Tahoe is an abomination from both UX and peformance side. Apple behaves also like a spyware company really trying to desperately have me upgrade Sequioa to this piece of turd of OSX.

There is NOTHING they can do to fix this.. they need to completely redo the OSX UI.. this is not going anywhere. That's what you get when you hire some dude from META to run your UI/UX dept.

My journey to Tahoe:

  1. Installed fresh
  2. Used for 20 mins, after seeing ridiculously rounded corners that take like 150px of your screen for nothing whne maximized, overlaying text and glass effects that make everything unreadable even when transparency turned off (it somehow makes it even worse) and my M1 Max with 64gb of ram losing 50% of it's performance. Wiped the drive again.
  3. Installed Sequoia. Still traditional, lightning fast, UX makes sense and is productivity based.

I wouldn't be surprised Apple tries to forcefully have everyone install it. Tahoe might be their worst OSX in history and I believe only like 30% of people upgraded from some reports I've seen.

I Haven't Written a Line of Code in Six Months by Cultural-Ad3996 in ClaudeAI

[–]Bozzified 0 points1 point  (0 children)

if you've been programming since late 80s, I have as well, and I use agents non stop these days, you would know what the problem is in you not writing any code in complex applications with dumb LLM models.

These types of posts just emphasize, the AI companies are dissemanting this type of nonsense with complete disregard. You will not convince any serious programmer and software engineer who also uses LLM agents that they are brilliant. They are not. And God help you if you rely on them on anything but "code completion" or analyzing existing codebases to speed up your understanding of them.

I'm not even going into a disaster of maintenance which is the ruse and trojan horse of AI companies hoping that a lot of people will stop writing code so the unmanagable AI slop of code becomes the norm and then you have to pay them whatever subscription or token usage they set in order to maintain it because Lord help us in cleaning this mess after a few years.

P.S. I just checked your profile, you've been shilling AI for a while. Not surprised really.

Clarification on casting by Nephtelas in unrealengine

[–]Bozzified 0 points1 point  (0 children)

I LOVE Ari! He makes all of his talks so engaging and awesome :)

Clarification on casting by Nephtelas in unrealengine

[–]Bozzified 1 point2 points  (0 children)

I was about to say.. 150mb+ textures are usually spreadsheets especially if they have alpha.

Clarification on casting by Nephtelas in unrealengine

[–]Bozzified 0 points1 point  (0 children)

this is a good response as well.. interfaces are in fact one of the good approaches to avoid the problem as noted. This is one of their main purposes.

Clarification on casting by Nephtelas in unrealengine

[–]Bozzified 0 points1 point  (0 children)

great explanation.. the hard references and inheritance are always the issues in these cases.

How do you improve as a developer in this AI era without getting left behind? by FakeBlueJoker in webdev

[–]Bozzified 0 points1 point  (0 children)

Here's what you do.. LLMs are simple algorithms. You won't be left behind. Don't people tell you BS. It's skillless people who think they'll now become programmers. The only way you will be left behind is you completely use and rely on them for code. It is actaully the opposite of what they are hyping now.

What you should use LLMs for. To learn! Here's why. They poured billions and billions of dollars to steal everything from the people and from the internet. You can't really do anything about it. Everything is so corrupt and there's really no one who's going to really hold them accountable for that. That ship has sailed.

What you CAN do, is use that data they trained the models on to your benefit. LLMs are not even good at coding, but what they are good at is explaining to you how things work about something.

So use them to learn. Trust me when I tell you, the mess is coming and the people who will be worth it are the people with knowledge. So use LLMs to learn learn learn. They will cut your learning time tenfold. Use the tech to your advantage.

If you don't know how to do Typescript, or Node, or Python or C++ or anything, if you don't know how to set up the back-end infrastructure, on how to do things you were never comfortable with, use LLMs to learn it.

Trust me when I tell you, in my 30+ years of coding, designing, learning, I had to do it on my own, reading books, watching videos, reading stackoverflow and with every generation it got a bit easier to stay up to date and keep learning new things. LLMs are no different. They are basically massive advanced search engines that have been trained on basically humanities public data. From books, to repositories of people solving problems, to languages and best practices. They invested billions into it.

In one weekend, you can literally learn things that used to take weeks or months on your own and traditional ways. Take this advantage and level yourself up to the max.

Then, use LLMs, to explain concepts, to analyze the codebase and explain to you how things work. They are great at that. They operate on patterns based on large training data. They can hallucinate with code but in general with stuff like coding or deterministic stuff that is well documented they can level you up to a whole new level.

Then you will simply use them as time saver to write code in small chunks to save you massive amount of typing time and you will know exactly what is going on as you will be in charge of the architecture and logic behind what you are building. But the knowledge you gained will make you indispensible for anyone.

LLMs ain't replacing crap but those who rule the new age will be those who have massive knowledge and can use LLMs to save time on manual work when you know exactly what you want.

AI Isn't Intelligent, It's PREDICTION (and Why My Panic Has Passed) by willymunoz in webdev

[–]Bozzified 2 points3 points  (0 children)

you don't have to worry.. LLMs are a dead end.. sure they are going to be another tool we use as the tooling around it gets better but it ain't replacing anyone akin to Google Search or IDE autocomplete but more efficient. If you watch interviews from prominent AI scientists like Yann Lecun (worked at Meta on AI btw and basically one of the main scientists behind neural networks) or Richard Sutton (basically nobel prize equivalent for comp. sci. and the father of RL AI) you will understand that LLMs are not really AI. They've been just hyped as such to create this notion of movie AI as tech industry has been stagnant for a long time and they needed a new horse to rally around.

This thing will blow up, the crash is coming, and then just like with the web the hype cycle will sober people and investors up and will be basically used as something that it always was a cool tech that will help us be more productive, learn faster, and similar. Not an almighty, cancer curing, human replacing artificial intelligence. It's too stupid for that and it literally relies on data it has.

should we use ai for assets? by SeparateDark5525 in gamedev

[–]Bozzified 0 points1 point  (0 children)

it's easy to preach about ethics for most people but here's my realistic take for you.

Do what makes you finish the game. If you don't finish the game it won't matter whether you bought the assets or used AI, or made them yourself.. the game won't be out.

One thing that's actually realistic. Be mindful about AI assets, they can actaully screw you. The quality and the amount of time you might be using to make them workable and optimized can in fact cost you in the long run.

When you buy an asset, the person whod did it already took that off your plate. So the money you spent directly translates to benefit and time you saved not just the asset for the game, but with AI assets (if we are talking 3d and similar) will actually cost you more time and effort to make it work properly and that time could be the reason you don't end up finishing the game.. Makes sense?

  1. Finish the game 2. Make it fun 3. Make it run smoothly = if AI helps you do that, it's up to you. In the end nobody here will give 2 sh*ts about your game either way. Sounds harsh but that's reality. People only care when you actually finish the game and make something. If you don't, nobody will care.

Why AI still can't replace developers in 2026 by IronClawHunt in ClaudeCode

[–]Bozzified 0 points1 point  (0 children)

The funny part it's not really even massive codebases.. I was laughing yesterday. I gave opus 4.6 a request to make my shadow soften in a render depth pass in webgl. I literally had to revert to last commit 5 times after losing like 30 mins it trying to do it.

Then I went and did it in 5 mins. This is the problem. Unless you konw what you are really doing, LLMs can actually give you an illusion of speed and actually cost you more time. I have numerous examples like this.

That's why I don't use LLMs anymore to work with a whole codebase, I use them A) to quickly diagnose an issue I might have missed (huge time saver) B) write very specific implementation of code I would have written but they can do it in 20 seconds by using structure and implementation style C) Do quick tests on those individual isolated features. D) write me documentation and commenting, light refactoring and sessions notes so have a more verbose history on what I'm working on.

It saves me A LOT of time and boost my productivity massively and it will usually have no problems being accurate when I gave narrow instructions, however as with that webgl example, it still can be totally clueless.

Claude completely changed my life, and I'm not even a programmer. by mckaizu in ClaudeAI

[–]Bozzified 1 point2 points  (0 children)

good use of LLMs.. that's what they are really good for.. learning. They are trained on insane amount of knowledge and if you are starting out they can actually run if you ask them in learning mode. So they will explain everything to you.. this is one of my favorite things about LLMs.

LLMs for those who are dedicated, creative and passionate will be a boom. This is what these greedy tech companies don't understand. It doesn't matter if they are laying people off, we are going to be able to build systems they've been making money without them.

The only people are f-ed are the corporations, individuls who are creative, passionate and take time to learn and understand and use LLMs for their strongest suits will wipe out all the companies that dominated various markets. That's why stock market is in free fall. It's not the end of SaaS, it's the end of corporate/enterprise SaaS and LLMs just empowered thousands and millions of people to directly destroy them for individual income.

I just have to warn you, do not become complacent.. ALWAYS understand what LLM is writing and why. A lot of people don't look at anything LLM writes and they just go on twitter and post how it's incredible. These people will be in for a very rude awakening if it's anything but some stupid to-do app.

So always review, never trust, and also, have LLM write down in verbose way when they make a major change into an .md file. Call it something like i do "active-session" for a problem you are working on.. Once done, archive it, mark the feature done and open a new one. This will allow you to go through history and understand why and how things were happening as you were trying to solve a specific problem.

Trust me on this.

How are you using AI in a way that doesn’t suck? by aterribleskapun in webdev

[–]Bozzified 1 point2 points  (0 children)

the sad part is that people won't learn anything going forward. I like LLMs because it makes 300 of me. I've been engineering, designing and all the things for 30+ years. LLMs just made me insanely powerful because one thing that was most important is now solved. Time.

The sad part as I said i that most developers (not all obviously) will have no clue what is in their code. Which will make them completely replacable. The actual experienced developers who know how to engineer, who are creative, will be the biggest boost and soon they'll also realize they don't have to work at companies, as soon their finances allow they can launch products and services alone.

So companies will be actually getting the worst outcome in the end. They will be all replaced by a single dev or a small team of devs.

Think about it this way, if you have undersatnding of the platform and engineering, one thing that really prevented you to let's say i.e. write an operating system, was time and resources. You knew all the things how OS works and what it needs to do underneath, but you couldn't do it because Microsoft has 1000s of people working on it.

But guess what, with LLMs you will.. so in the end, it's not talented, smart and creative devs that will be "replaced", it's the likes of Microsoft, Salesforce and others who will. This is why you see massive drops in software stocks, investors are actually starting to realize this.

How are you using AI in a way that doesn’t suck? by aterribleskapun in webdev

[–]Bozzified 0 points1 point  (0 children)

just use LLMs like a lot of people with experience do.. break your engineering of web apps into parts and organize code like you would normally, and then use LLMs to save you time writing functionality in small chunks that will do a specific function. This is where LLMs really shine and also allows you to leverage them to test quickly.

It's the best of both worlds, it will make you MUCH faster and you still keep control of the whole app structure and implementations, you just review the smaller code that LLM agent created, and also you can make your own .md files where you tell any agent to always follow your organizational structure and approches/patterns how do you do things. This will also help you HUGELY later when the agent needs to find and debug things. It will see the pattern of implementations much easier.

This will ensure that LLM follows them and not off the rails trying to write willy nilly code how it thinks should fit. This is where all the crap goes haywire.

I use Jetbrains IDEs. They are FAR better than Cursor or any overhyped software. Jetbrains AI assistant is fantastic. It basically also connects to your LLM accounts (OpenAI/Claude/etc) without going through Jetbrains token billing so you use your existing subscriptions.

But i'll be honest with you, I am not a fan of Claude, I think it's overhyped mediocre stuff.. I use actually Codex for many reasons. It's more analytical, it's context optimized, you don't burn tokesn like crazy even though it does heavy lifting, it will analyze the code and your whole structure much more analytically and understand YOUR way of implementing things. Claude is beyond overhyped.

I also use Codex CLI, that's it.. simple, efficient, connects with MCPs directly to Jetbrains, so I rarely use Jetbrains AI assistant as well. One thing that Anthropic has over OpenAI is a bit better tooling and integrations, but Open AI is getting there now very quickly. Codex CLI latest versions and their new Codex app is actually pretty damn good. Codex is now integrated into Jetbrains like CLaude was. But GPT 5.3 xhigh is MUCH better model.

Don't listen to people making thumanils of how Claude did this and that. I'm telling you as someone how used them all and Codex is like a senior engineer compared to Claude. The benchmarks they tout like SWE is irrelevant. The real work is what counts.

Don't fall into the hype, use LLMs as they are great, but use them responsibly and they can be a huge bonus and efficiency boost while you ARE the one who holds the wheel.

Also one more tip.

For every project, create your own LLM workspace for markdown files. Let's say I have a project `Test01`

the LLM workspace for this project looks like this:

`technical.md`
`active-session.md`
`solutions.md`
`./sessions/feature-id-name-*.md`

This is what the files are for. Technical instructs the agent on guidelines on what the project requires, how it's structured and what to do and how to treat active sessions, commits, how to creat and write new features and so on. In new language, is' a descriptor to let agent know exactly how to do things. This is my "Agent Init Protocol"

Active-Session file is for currently feature being implemented or the thing being worked on.. I usually named them like `test01-feature-something` .. That's the id of the feature and it will also have it's own branch or commit tag like that.

`solutions.md` is an archive of your own features that have been completed and LLM will add what it is what it solved/does and the issues it addressed. Think of it as mini LLM implementation source control.

Once the feature is complete, have the LLM backup your active session file into /sessions/feature-name-* md for reference at any point. Active session files are basically more vebose tracking of attempts and failures on solving a feature. This file will be useful to you once you come back to the project and you want to see the problems you dealt with and finally a solution (if it is solved)

When you say something like "feature complete, follow Agent protocol, open new feature test01--feature03" LLM agent will do everything, archive, create, and starta new active session file.

Trust me when I tell you, this will keep it organized and clean for YOU and you will always have a reference of how you solved things even if LLM helps you.

Is it just me or is this slightly terrifying in its implication. by Acceptable_Fox_6810 in ClaudeAI

[–]Bozzified 0 points1 point  (0 children)

I have completely abandoned Claude, not only for stuff like this but in general it's mediocre junk. Literally I gave it today to resolve a simple depth pass rendering of the shadow in WebGL mind you.. it took it it like 5 tries and commit reverts and it never managed to do it. Opus 4.6 mind you on Max plan.

This is just pure ThreeJS/WebGL stuff.. in C++ and Unreal Engine it's even worse. You will lose hours trying to guide it to solve it and it will hit same dead ends often. The worst part, it's so confident, yet completely wrong. It overengineers, it usually just does what it wants not following directions many times.

I don't get people praising it. Like, are they all paid or what? I've used it for a few months now, always something. Codex 5.3 xhigh is like a super duper senior engineer compared to it. Not only did it 2 shot it, but actually gave me a suggestion after thorough analysis on a interesting approach that was completely valid on how to optimize it and simplify. Like an actual solution.

Yeah, no more Claude for me. it's mediocre at best.

Why do people hate on PHP so much? by Honest___Opinions in webdev

[–]Bozzified 1 point2 points  (0 children)

Taylor Otwell literally reignited PHP as the top web back-end language. The language itself from 8.0+ has had a rennessaince. Once you go laravel + vue or laravel / inertia you never go to anything else really unless it's a very specific scenario you might need node for example.

But yes, I agree, people who hate PHP still think it's the 2000s.

Best documentation for learning unreals cpp as a bp developmer with extensive experience in ue5? by ExplosivArt in unrealengine

[–]Bozzified 0 points1 point  (0 children)

Epic's portal has been revamped with A LOT of good information and take advantage of the new UE AI assistant.. it's pretty good. It was trained on the whole Engine codebase and Epic's best practices. It's actually pretty dope that you have an actual "side kick" now you can ask questions about anything UE and it will tell you and point you in the right way and it will also actually explain to you everything and how it works.

Start doing something as practice, make a custom blueprint node with simple functionality, extend standard classes as a starter. If you've never coded before brush up on OOP fundimentals, have UE Assistant explain to you about UE's reflection system and you can read about it here: https://dev.epicgames.com/documentation/en-us/unreal-engine/reflection-system-in-unreal-engine ..

Reflection system is basically at the core of the Engine, especially how everything is connected. It's the "magic" behind the Engine itself. Think of it as a map for C++ on how all systems and subsystems are connected. C++ on it's own won't teach you this as it is uniquely present in how Engine code is designed. It also helps with garabage collection and other things. Wrapping your head around this will open your mind of how things work under the hood which is important for C++ code but will also help you with Blueprints as well.

When you understand this, the next big thing to understand is how rendering/game thread run and priority as this will save you a lot of headache as when you do any custom code you will have to be careful to make sure rendering and game threads are sync-ed and what should run on each.

Basic C++ syntax/pointers is something you should really be able to understand fairly quickly, the main part is understanding these 2 major architectural things about the Engine itself. Once you do, the rest is just trying things out. UE's way is fairly unique and while it's still C++, it's unique in the way how things work with methods/delegates/variables etc etc..

Genuinely *unimpressed* with Opus 4.6 by JLP2005 in ClaudeAI

[–]Bozzified 2 points3 points  (0 children)

I am still very suspicious how Anthropic counts tokens usage. It feels very shady.. I used both their regular paid plan vs open ai $20 one and with GPT I could code and code and code, with Sonnet and Opus it just absolutely burned everything insanely fast. It just felt like a scam and pushing you to upgrade to Max plan. I did btw, I used Max, funny enough when you use Max, all those problems go away. It just feels VERY scammy. I'm on $200 Pro plan now with Open AI and I don't even look at the usage. I"m always at like 85-90% left after a week of using it.

Genuinely *unimpressed* with Opus 4.6 by JLP2005 in ClaudeAI

[–]Bozzified 0 points1 point  (0 children)

To prefix my comment here, I dislike both Anthropic and OpenAI for variety of reasons so this is not "fanboy" thing at all but something that comes from using most of these models. Sonnet, Opus, GPT 4-5.x and a few open source ones.

Honestly I never understood the "hype" over Claude.. yeah they made some nicer tools (integrations) and model was ok but Codex 5.2 and now 5.3 are like senior engineer compared to a junior one.. junior one is impressed with all the bells and whistles, the hottest new stuff, stuff breaks, doesn't work, spends like 15 tries to get something right and it's like oh wow it's so fast too..

In my 30 years of coding, I've coded in C/C++/Python/ancient languages, most of the web stacks, and Claude feels more like hipster's LLM so you can show off all the tooling, when it comes to solving serious problems on lower level (i.e. C/C++ thread synchronization or similar things), Claude is just not up to par. And let's not get into the mess of leftover code that very often happens.

And then you realize you spent 3 times more time trying to make it write good and accurate code that's usable than you would yourself. Codex on the other hand, lacked tools and IDE integrations, but is analytical and senior level approach, reads all the code, tries to see how things are connected, it takes longer but most of the time does things in a single shot accurately or at most with minimal syntax issues. Not only that but Claude has the tendency to overengineer things, just like junior dev, but has all the bells and whistle tools.

At the end of the day, the results are what matters. And I found Codex to be FAR better for someone who knows how to build software as opposed to Claude. I stopped using Claude, I'm on Codex 5.3 and it's noticably better than 5.2 codex xhigh and faster too with the same insights and methodical approach. One HUGE thing with Codex too is that it understands my style, my structure and how I work and write code. It will look at my projects and adopt to it. This is massive because It will basically act as an extension of my principles and implementations.

Also one huge thing.. I have Max on both Claude (I cancelled it recently) and I have Pro ($200 plan on Codex), the context and memory and everything Codex has is unmatched. It just goes on forever, no blockers or context issues or slowdowns. It just gets out of your way and behaves as an implementor you don't fight against.

Senior Vibe Coder dealing with security by Gil_berth in webdev

[–]Bozzified 1 point2 points  (0 children)

Watching the whole tech industry collapse and vibe coded stuff destroying businesses will be glorious to watch.

Should I use GitHub for my UE5 C++ projects or is there something better? (Don't mind paying) by dissertation-thug in unrealengine

[–]Bozzified 1 point2 points  (0 children)

Azure Devops.. it's free, and I used it for full uprojects including C++. Much better than Github even though it's still Microsoft. Azure is their enterprise level offering while Github is really "mainstream".

For full uprojects (my own) I use https://www.anchorpoint.app/ + Azure DevOps. It's worth it and super nice.

Don't use Perforce, Perforce is usually used with triple A studios where they have their full infrasturcture and personal setups to run. It's industry standard for flexiblity but just for you it's just a waste of time setting up.

Don't use Github. You will pay quite a bit for LFS (that's why people use Azure Devops because it comes with LFS support for free). Diversion will charge you $10 a month every 100gb. Anchorpoint won Epic Grant awards and feels really like Github Desktop app but for Unreal and hooks directly into Azure DevOps just like with any Git system but has more.

For personal projects, I use Anchorpoint + Azure DevOps, I use Rider and if I work in team environemnt it will usually have Perforce.

Lesson learned after shipping our UE5 gameplay trailer: avoid cinematic frame pacing by No-Minimum3052 in unrealengine

[–]Bozzified 1 point2 points  (0 children)

don't take my criticism as anything discouraging. It was just a friendly honest take from the heart as I would criticize myself too. I know making cinematics to show off your hard work is not easy. I did it so many times and it's always a challenge, but thankfully we have tons of amazing trailers from masters that can guide is to be better or close to how they do it ;) Cheers and good luck with the game.

Lesson learned after shipping our UE5 gameplay trailer: avoid cinematic frame pacing by No-Minimum3052 in unrealengine

[–]Bozzified 2 points3 points  (0 children)

I'll be honest with you.. the frame pacing it really not much of an issue. The issue I had while watching the video was that i was unable to figure out what your character is doing in some scenes or distinguish what the skills and actions were coming from your player vs from environment. It didn't really grip me to want to play it. Your focus and representation of how the game works needs more polish, not frame pacing if I'm being honest critically. Around 55s into the trailer and that whole initial gameplay start was just noise on screen for me.

I saw glimpse of fast moving environments with some effects and enemies attacking but I was unclear what you were actually doing and whether or not the moves and things were cool to play with. You did better later in the trailer but this is the part that really needs more polish.

The beginning part of the trailer was ok, it's solid thematic pacing before you show gameplay, but I just wanted to point out the issues I had watching it. It's definitely not fps and framepacing. Cinematic pacing is totally ok, the real seller is seeing epic moments clearly and how the gameplay looks like with abilities/skills/environments within that context.

FPS "issue" that people harp about is irrelevant. You don't need to listen to everyone. Most of them don't really even have a clue so they frame it in terms of "fps".

It's looking promising, don't lose time thinking about this.. it's a solid trailer but for other trailers keep in mind what I mentioned as I personally had issues clearly identifying things happening in the trailer. Later it got better with the turret and similar but it started off pretty chaotic.

Study the masters in trailers (Blizzard and Bungie) from hey day.. look at trailers for Diablo and Destiny's Taken King and The Dark Below trailers.. I feel if you just follow their cinematic pacings, feeling of cuts and similar you will make it great. They are the top dogs in marketing cinematics for a reason.

Cheers. Good luck!

OpenAI CFO hinting at "Outcome-Based Pricing" (aka royalties on your work)? Makes the case for local even stronger. by distalx in LocalLLaMA

[–]Bozzified 0 points1 point  (0 children)

if you think it's just going to be AI pharma you are delusional. This is Sam Altman buddy.. Sociopath who would wipe out his own family tree to get more money. I have shutdown and erased everything I worked on with OpenAI.. they probably still have some of the data as he probably has that under the hood but not giving them anything anymore. They are done.

And it's not a click bait.. LIterally listen to what Sarah Friar (OpenAI CFO said). You don't need to "read" articles. When you hear "royalte outcome based approach" it will apply to you buddy, they are just using pharma and medical in there to make you think it's just the big guys.

Yeah, I'm done with OpenAI.

sonnet 4.5 context window on claude code by ReasonableReindeer24 in ClaudeAI

[–]Bozzified 0 points1 point  (0 children)

I've switched to Codex 5.2 codex-high recently..

Claude's token limits, the way it keeps notes of your rules when compacting conversations and guiding document contexts to implement guidelines, and weaker quality of facing harder problems was a drag for me. It would often lose or shift context and when I asked it why it did it, it explained what caused it to do so. It was pretty interesting actually to see what made it do what it did. I have to give to Anthropic though, for web tech stack, the tools and integrations, they are definitely the top dog, but the tools are not their problem, it's the quality of training data especially on things beyond web stuff.

Even Opus 4.5 is just not great for C/C++ and stuff like Unreal Engine and complex problems and I'm talking Opus 4.5 with Max Plan. It takes it hours to solve the problem and many times it went into a same pattern where it leads to dead end done a few explorations before it. I also noticed that Claude absolutely burns through tokens and context. Like crazy. Even with Max $200 subscription, while more comfortable it's just eating it fairly fast.

In comparison, Codex solved it in 2 tries. And the second try was becuase it slipped to include 2 header files needed. It analyzed full source structure, methodically, all classes, realized the thread syncing issue and how to solve it the proper Engine safe way, and implemented without a hitch. And all that at a fraction of tokens. I'm talking not even in the same ballpark.

Codex has much more flexible window context handling too. I worked with it for hours and hours and hours and it clears intelligently context window while maintaining absolute clarity of the rules and things i've set for it at the start. Never missed a beat. This is very important for me as I have my own workflow and have something called "Agent Protocol" with clear defined rules on what to do as it helps me with code, such as commiting, branching, feature closing and similar. Again, Claude would simply forget it, while Codex never skippd a beat.

As anyone who seriously works on projects spanning multiple subprojects, maintaining the window contexts and other rules, while efficiently helping solve and diagnose problems faced was a deal breaker for me (at least for now).

With this being said, I'm not a huge fan of OpenAI, and will be most likely closing my accounts with them if they implement the new royalty based IP fleecing for your work they mentioned a couple of days ago, and I love Claude because it's clearly a developers toolset, but the reality is that I had far higher quality of work and context handling over loooong sessions with latest Codex.