DeepSeek V4 Pro 0813 Released: Specs, Benchmarks & Hands-On Vector/3D Coding Tests
DeepSeek V4 Pro 0813 released on August 12th, 2026. Featuring a 1.6T parameter MoE architecture (49B active), a 1M token context window, and ultra-cheap $0.435/$0.87 pricing, we run the first hands-on vector SVG and 3D WebGL coding benchmarks.
Mohid Mirza
Co-Founder & Lead Programmer of AcceleratedLogic AI
Model Specs & Ultra-Low Pricing
Test 1: SVG Glass Sphere & Origami Crane
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Glass Sphere with Origami Crane</title>
<style>
html, body { margin:0; padding:0; height:100%; overflow:hidden;
background: radial-gradient(circle at 50% 38%, #1c2233 0%, #0c0f1a 55%, #04050b 100%); }
body { display:flex; align-items:center; justify-content:center; }
svg { display:block; width:min(92vmin, 900px); height:auto; }
</style>
</head>
<body>
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 800 800" role="img" aria-label="Photorealistic glass sphere containing an origami crane">
<defs>
<filter id="blur2" x="-40%" y="-40%" width="180%" height="180%"><feGaussianBlur stdDeviation="2"/></filter>
<filter id="blur6" x="-50%" y="-50%" width="200%" height="200%"><feGaussianBlur stdDeviation="6"/></filter>
<filter id="blur14" x="-70%" y="-70%" width="240%" height="240%"><feGaussianBlur stdDeviation="14"/></filter>
<filter id="blur30" x="-100%" y="-100%" width="300%" height="300%"><feGaussianBlur stdDeviation="30"/></filter>
<radialGradient id="backGlow" cx="0.5" cy="0.5" r="0.5">
<stop offset="0" stop-color="#8fb4e0" stop-opacity="0.16"/>
<stop offset="0.65" stop-color="#7fa6d4" stop-opacity="0.05"/>
<stop offset="1" stop-color="#000000" stop-opacity="0"/>
</radialGradient>
<radialGradient id="groundShadow" cx="0.5" cy="0.5" r="0.5">
<stop offset="0" stop-color="#000000" stop-opacity="0.6"/>
<stop offset="0.5" stop-color="#000000" stop-opacity="0.3"/>
<stop offset="1" stop-color="#000000" stop-opacity="0"/>
</radialGradient>
<radialGradient id="caustic" cx="0.5" cy="0.5" r="0.5">
<stop offset="0" stop-color="#c9ecff" stop-opacity="0.5"/>
<stop offset="0.55" stop-color="#8fc6f2" stop-opacity="0.16"/>
<stop offset="1" stop-color="#7fb8e8" stop-opacity="0"/>
</radialGradient>
<linearGradient id="wL1" x1="0" y1="0" x2="1" y2="1">
<stop offset="0" stop-color="#ffffff"/>
<stop offset="0.55" stop-color="#f7f2e6"/>
<stop offset="1" stop-color="#e2d8c3"/>
</linearGradient>
<linearGradient id="wL2" x1="0" y1="1" x2="1" y2="0">
<stop offset="0" stop-color="#ddd3bb"/>
<stop offset="1" stop-color="#efe7d5"/>
</linearGradient>
<linearGradient id="wR1" x1="1" y1="0" x2="0" y2="1">
<stop offset="0" stop-color="#fbf8ef"/>
<stop offset="1" stop-color="#d6cbb1"/>
</linearGradient>
<linearGradient id="wR2" x1="0" y1="0" x2="1" y2="1">
<stop offset="0" stop-color="#cdc2a8"/>
<stop offset="1" stop-color="#e4dbc6"/>
</linearGradient>
<linearGradient id="bodyL" x1="0" y1="0" x2="1" y2="1">
<stop offset="0" stop-color="#f6f1e2"/>
<stop offset="1" stop-color="#d7ccb2"/>
</linearGradient>
<linearGradient id="bodyR" x1="1" y1="0" x2="0" y2="1">
<stop offset="0" stop-color="#c9bda1"/>
<stop offset="1" stop-color="#dfd5bd"/>
</linearGradient>
<linearGradient id="neckG" x1="0" y1="1" x2="0" y2="0">
<stop offset="0" stop-color="#e2d8c1"/>
<stop offset="1" stop-color="#f9f5ea"/>
</linearGradient>
<linearGradient id="headG" x1="0" y1="1" x2="0" y2="0">
<stop offset="0" stop-color="#ece4d1"/>
<stop offset="1" stop-color="#fbf8ef"/>
</linearGradient>
<linearGradient id="beakG" x1="0" y1="0" x2="1" y2="0">
<stop offset="0" stop-color="#e7dec9"/>
<stop offset="1" stop-color="#b3a383"/>
</linearGradient>
<linearGradient id="tailG" x1="0" y1="0" x2="0" y2="1">
<stop offset="0" stop-color="#e9e0cb"/>
<stop offset="1" stop-color="#bfb292"/>
</linearGradient>
<radialGradient id="glassFill" cx="0.45" cy="0.38" r="0.75">
<stop offset="0" stop-color="#cfeaff" stop-opacity="0.05"/>
<stop offset="0.55" stop-color="#bfe2ff" stop-opacity="0.11"/>
<stop offset="0.82" stop-color="#a3d0f7" stop-opacity="0.24"/>
<stop offset="0.94" stop-color="#7fb4e8" stop-opacity="0.42"/>
<stop offset="1" stop-color="#5e97d4" stop-opacity="0.66"/>
</radialGradient>
<linearGradient id="rimLight" x1="0" y1="0" x2="1" y2="1">
<stop offset="0" stop-color="#ffffff" stop-opacity="0.95"/>
<stop offset="0.25" stop-color="#d7ecff" stop-opacity="0.55"/>
<stop offset="0.55" stop-color="#8fb8e8" stop-opacity="0.28"/>
<stop offset="0.8" stop-color="#5e94cc" stop-opacity="0.18"/>
<stop offset="1" stop-color="#4a7cb8" stop-opacity="0.38"/>
</linearGradient>
<clipPath id="sphereClip"><circle cx="400" cy="420" r="264"/></clipPath>
</defs>
<!-- backdrop & floor -->
<circle cx="400" cy="420" r="360" fill="url(#backGlow)"/>
<ellipse cx="400" cy="700" rx="220" ry="40" fill="url(#groundShadow)" filter="url(#blur30)"/>
<ellipse cx="400" cy="692" rx="120" ry="22" fill="url(#caustic)" filter="url(#blur14)"/>
<!-- ambient occlusion behind crane -->
<ellipse cx="400" cy="470" rx="150" ry="110" fill="#081020" opacity="0.22" filter="url(#blur30)"/>
<!-- ===== ORIGAMI CRANE ===== -->
<g id="crane">
<polygon points="400,420 340,475 400,565" fill="url(#bodyL)" stroke="#d8cdb3" stroke-width="0.7" stroke-linejoin="round"/>
<polygon points="400,420 460,475 400,565" fill="url(#bodyR)" stroke="#c5b99e" stroke-width="0.7" stroke-linejoin="round"/>
<polygon points="400,420 245,300 289,389" fill="url(#wL1)" stroke="#e0d6c0" stroke-width="0.7" stroke-linejoin="round"/>
<polygon points="400,420 289,389 332,478" fill="url(#wL2)" stroke="#cbbfa3" stroke-width="0.7" stroke-linejoin="round"/>
<polygon points="400,420 555,300 511,389" fill="url(#wR1)" stroke="#ddd3bb" stroke-width="0.7" stroke-linejoin="round"/>
<polygon points="400,420 511,389 468,478" fill="url(#wR2)" stroke="#c2b69a" stroke-width="0.7" stroke-linejoin="round"/>
<polygon points="394,420 397,320 403,320 406,420" fill="url(#neckG)" stroke="#d3c7ab" stroke-width="0.7" stroke-linejoin="round"/>
<polygon points="400,292 405,307 400,322 395,307" fill="url(#headG)" stroke="#d8ccb2" stroke-width="0.7" stroke-linejoin="round"/>
<polygon points="405,307 424,300 401,299" fill="url(#beakG)" stroke="#b3a383" stroke-width="0.6" stroke-linejoin="round"/>
<polygon points="388,566 412,566 400,620" fill="url(#tailG)" stroke="#bfb292" stroke-width="0.7" stroke-linejoin="round"/>
<g stroke="#b3a483" stroke-opacity="0.55" stroke-width="1" fill="none" stroke-linecap="round">
<line x1="400" y1="420" x2="400" y2="565"/>
<line x1="400" y1="420" x2="289" y2="389"/>
<line x1="400" y1="420" x2="511" y2="389"/>
</g>
</g>
<!-- ===== GLASS SPHERE ===== -->
<circle cx="400" cy="420" r="264" fill="url(#glassFill)"/>
<g clip-path="url(#sphereClip)">
<ellipse cx="400" cy="668" rx="80" ry="30" fill="#cfeaff" opacity="0.22" filter="url(#blur14)"/>
<use href="#crane" transform="translate(0 700) scale(1 -0.4)" opacity="0.06" filter="url(#blur6)"/>
<path d="M250,235 A 240 240 0 0 1 470,180" fill="none" stroke="#ffffff" stroke-opacity="0.35" stroke-width="26" stroke-linecap="round" filter="url(#blur14)"/>
<path d="M330,205 A 250 250 0 0 1 520,205" fill="none" stroke="#ffffff" stroke-opacity="0.18" stroke-width="16" stroke-linecap="round" filter="url(#blur14)"/>
</g>
<circle cx="400" cy="420" r="256" fill="none" stroke="#7fb4e8" stroke-opacity="0.22" stroke-width="10" filter="url(#blur6)"/>
<ellipse cx="508" cy="560" rx="42" ry="22" fill="#ffffff" opacity="0.32" filter="url(#blur6)" transform="rotate(-38 508 560)"/>
<ellipse cx="300" cy="288" rx="92" ry="50" fill="#ffffff" opacity="0.85" filter="url(#blur14)" transform="rotate(-32 300 288)"/>
<ellipse cx="298" cy="286" rx="44" ry="22" fill="#ffffff" opacity="0.95" filter="url(#blur6)" transform="rotate(-32 298 286)"/>
<circle cx="400" cy="420" r="264" fill="none" stroke="url(#rimLight)" stroke-width="3" filter="url(#blur2)"/>
<circle cx="400" cy="420" r="263" fill="none" stroke="#ffffff" stroke-opacity="0.5" stroke-width="1.1" opacity="0.7"/>
</svg>
</body>
</html>
Test 2: Three.js Interactive 3D Earth Simulation
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Procedural 3D Globe</title>
<style>
html, body { margin: 0; height: 100%; overflow: hidden; background: #04060f; }
body { font-family: system-ui, -apple-system, "Segoe UI", Roboto, sans-serif; }
#container { position: fixed; inset: 0; }
#container canvas { display: block; }
#ui {
position: fixed; left: 50%; bottom: 26px; transform: translateX(-50%);
display: flex; align-items: center; gap: 14px;
padding: 12px 20px; border-radius: 999px;
background: rgba(14, 20, 38, 0.72);
-webkit-backdrop-filter: blur(10px); backdrop-filter: blur(10px);
border: 1px solid rgba(120, 160, 220, 0.25);
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.5);
color: #cdd9f2; font-size: 14px; letter-spacing: 0.02em;
user-select: none;
}
#ui input[type="range"] { width: 220px; accent-color: #4da3ff; cursor: pointer; }
#ui .value { min-width: 42px; text-align: right; font-variant-numeric: tabular-nums; color: #fff; }
</style>
</head>
<body>
<div id="container"></div>
<div id="ui">
<span>Rotation speed</span>
<input id="speed" type="range" min="0" max="3" step="0.01" value="0.6" aria-label="Rotation speed">
<span id="speedVal" class="value">0.60</span>
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const container = document.getElementById('container');
// ---------- renderer / scene / camera ----------
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, container.clientWidth / container.clientHeight, 0.1, 120);
camera.position.set(0, 0.7, 3.4);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(container.clientWidth, container.clientHeight);
renderer.setClearColor(0x04060f, 1);
renderer.outputColorSpace = THREE.SRGBColorSpace;
container.appendChild(renderer.domElement);
// ---------- lights ----------
scene.add(new THREE.AmbientLight(0x3c4c6e, 1.4));
const sun = new THREE.DirectionalLight(0xffffff, 2.6);
sun.position.set(5, 2.2, 4);
scene.add(sun);
// ---------- starfield ----------
{
const N = 900;
const pos = new Float32Array(N * 3);
for (let i = 0; i < N; i++) {
const t = Math.random() * Math.PI * 2;
const p = Math.acos(2 * Math.random() - 1);
const r = 55;
pos[i * 3] = r * Math.sin(p) * Math.cos(t);
pos[i * 3 + 1] = r * Math.sin(p) * Math.sin(t);
pos[i * 3 + 2] = r * Math.cos(p);
}
const g = new THREE.BufferGeometry();
g.setAttribute('position', new THREE.BufferAttribute(pos, 3));
const m = new THREE.PointsMaterial({
color: 0xffffff, size: 1.8, sizeAttenuation: false,
transparent: true, opacity: 0.85, depthWrite: false
});
scene.add(new THREE.Points(g, m));
}
// ---------- procedural noise (3D value noise + fbm) ----------
function hash3(x, y, z) {
let h = Math.imul(x, 0x1F1F1F1F) ^ Math.imul(y, 0x9E3779B9) ^ Math.imul(z, 0x85EBCA77);
h = Math.imul(h ^ (h >>> 15), 0x85EBCA6B);
h = Math.imul(h ^ (h >>> 13), 0xC2B2AE35);
h ^= h >>> 16;
return (h >>> 0) / 4294967296;
}
function valueNoise3(x, y, z) {
const x0 = Math.floor(x), y0 = Math.floor(y), z0 = Math.floor(z);
const tx = x - x0, ty = y - y0, tz = z - z0;
const sx = tx * tx * (3 - 2 * tx);
const sy = ty * ty * (3 - 2 * ty);
const sz = tz * tz * (3 - 2 * tz);
const c000 = hash3(x0, y0, z0), c100 = hash3(x0 + 1, y0, z0);
const c010 = hash3(x0, y0 + 1, z0), c110 = hash3(x0 + 1, y0 + 1, z0);
const c001 = hash3(x0, y0, z0 + 1), c101 = hash3(x0 + 1, y0, z0 + 1);
const c011 = hash3(x0, y0 + 1, z0 + 1), c111 = hash3(x0 + 1, y0 + 1, z0 + 1);
const x00 = c000 + (c100 - c000) * sx;
const x10 = c010 + (c110 - c010) * sx;
const x01 = c001 + (c101 - c001) * sx;
const x11 = c011 + (c111 - c011) * sx;
const y0i = x00 + (x10 - x00) * sy;
const y1i = x01 + (x11 - x01) * sy;
return y0i + (y1i - y0i) * sz;
}
function fbm3(x, y, z, octaves) {
let sum = 0, amp = 0.5, freq = 1, norm = 0;
for (let o = 0; o < octaves; o++) {
sum += (valueNoise3(x * freq, y * freq, z * freq) * 2 - 1) * amp;
norm += amp;
amp *= 0.5;
freq *= 2;
}
return sum / norm;
}
// ---------- procedural textures ----------
const lerp3 = (a, b, t) => [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
function ramp(stops, t) {
for (let i = 0; i < stops.length - 1; i++) {
const t0 = stops[i][0], c0 = stops[i][1];
const t1 = stops[i + 1][0], c1 = stops[i + 1][1];
if (t <= t1) {
const f = Math.min(1, Math.max(0, (t - t0) / (t1 - t0)));
return lerp3(c0, c1, f);
}
}
return stops[stops.length - 1][1];
}
const landRamp = (t) => ramp([
[0.00, [0.16, 0.42, 0.16]],
[0.30, [0.34, 0.54, 0.28]],
[0.58, [0.56, 0.48, 0.30]],
[0.80, [0.46, 0.39, 0.29]],
[0.92, [0.62, 0.60, 0.58]],
[1.00, [0.96, 0.97, 1.00]]
], t);
const oceanRamp = (d) => ramp([
[0.00, [0.10, 0.30, 0.55]],
[0.35, [0.07, 0.22, 0.45]],
[1.00, [0.03, 0.10, 0.26]]
], d);
function generateTextures() {
const W = 1024, H = 512;
const colorC = document.createElement('canvas'); colorC.width = W; colorC.height = H;
const specC = document.createElement('canvas'); specC.width = W; specC.height = H;
const bumpC = document.createElement('canvas'); bumpC.width = W; bumpC.height = H;
const ctx = colorC.getContext('2d'), sctx = specC.getContext('2d'), bctx = bumpC.getContext('2d');
const img = ctx.createImageData(W, H), simg = sctx.createImageData(W, H), bimg = bctx.createImageData(W, H);
const d = img.data, sd = simg.data, bd = bimg.data;
const scale = 1.6, octaves = 4, seaLevel = 0.08;
for (let y = 0; y < H; y++) {
const v = y / (H - 1);
const phi = v * Math.PI;
const sinPhi = Math.sin(phi), cosPhi = Math.cos(phi);
const lat = 90 - v * 180;
const polar = Math.min(1, Math.max(0, (Math.abs(lat) - 62) / 20));
for (let x = 0; x < W; x++) {
const u = x / W;
const th = u * Math.PI * 2;
const nx = sinPhi * Math.cos(th), ny = cosPhi, nz = sinPhi * Math.sin(th);
const e = fbm3(nx * scale, ny * scale, nz * scale, octaves);
const i = (y * W + x) * 4;
let r, g, b, spec, bump;
if (e > seaLevel) {
const t = Math.min(1, (e - seaLevel) / (1 - seaLevel));
const c = lerp3(landRamp(t), [0.96, 0.98, 1.0], polar);
r = c[0]; g = c[1]; b = c[2];
spec = 0.0;
bump = 0.35 + 0.65 * t;
} else {
const depth = Math.min(1, Math.max(0, (seaLevel - e) / (seaLevel + 1)));
const c = lerp3(oceanRamp(depth), [0.86, 0.91, 0.96], polar);
r = c[0]; g = c[1]; b = c[2];
spec = 1.0;
bump = 0.2;
}
d[i] = Math.round(r * 255); d[i + 1] = Math.round(g * 255); d[i + 2] = Math.round(b * 255); d[i + 3] = 255;
const sv = Math.round(spec * 255);
sd[i] = sv; sd[i + 1] = sv; sd[i + 2] = sv; sd[i + 3] = 255;
const bv = Math.round(bump * 255);
bd[i] = bv; bd[i + 1] = bv; bd[i + 2] = bv; bd[i + 3] = 255;
}
}
ctx.putImageData(img, 0, 0);
sctx.putImageData(simg, 0, 0);
bctx.putImageData(bimg, 0, 0);
const colorMap = new THREE.CanvasTexture(colorC);
colorMap.colorSpace = THREE.SRGBColorSpace;
colorMap.anisotropy = Math.min(8, renderer.capabilities.getMaxAnisotropy());
const specularMap = new THREE.CanvasTexture(specC);
const bumpMap = new THREE.CanvasTexture(bumpC);
return { colorMap, specularMap, bumpMap };
}
// ---------- globe ----------
const GLOBE_R = 1.0;
const { colorMap, specularMap, bumpMap } = generateTextures();
const globe = new THREE.Mesh(
new THREE.SphereGeometry(GLOBE_R, 128, 128),
new THREE.MeshPhongMaterial({
map: colorMap,
specularMap: specularMap,
specular: new THREE.Color(0xffffff),
shininess: 22,
bumpMap: bumpMap,
bumpScale: 0.02
})
);
scene.add(globe);
// ---------- translucent atmosphere glow ----------
const atmosphere = new THREE.Mesh(
new THREE.SphereGeometry(GLOBE_R * 1.16, 96, 96),
new THREE.ShaderMaterial({
vertexShader: [
"varying vec3 vNormal;",
"varying vec3 vView;",
"void main() {",
" vec4 mv = modelViewMatrix * vec4(position, 1.0);",
" vView = normalize(-mv.xyz);",
" vNormal = normalize(normalMatrix * normal);",
" gl_Position = projectionMatrix * mv;",
"}"
].join("\n"),
fragmentShader: [
"varying vec3 vNormal;",
"varying vec3 vView;",
"void main() {",
" float fres = pow(1.0 - abs(dot(vNormal, vView)), 3.0);",
" gl_FragColor = vec4(vec3(0.28, 0.55, 1.0) * fres, fres);",
"}"
].join("\n"),
side: THREE.BackSide,
blending: THREE.AdditiveBlending,
transparent: true,
depthWrite: false
})
);
scene.add(atmosphere);
// ---------- orbiting ring of light particles ----------
function makeGlowSprite() {
const c = document.createElement('canvas');
c.width = c.height = 64;
const g = c.getContext('2d');
const grd = g.createRadialGradient(32, 32, 0, 32, 32, 32);
grd.addColorStop(0, 'rgba(255,255,255,1)');
grd.addColorStop(0.35, 'rgba(255,255,255,0.85)');
grd.addColorStop(1, 'rgba(255,255,255,0)');
g.fillStyle = grd;
g.fillRect(0, 0, 64, 64);
return new THREE.CanvasTexture(c);
}
const ringGroup = new THREE.Group();
{
const N = 800;
const pos = new Float32Array(N * 3);
const col = new Float32Array(N * 3);
const R = GLOBE_R * 1.55;
const c1 = new THREE.Color(0x4db6ff);
const c2 = new THREE.Color(0xffffff);
for (let i = 0; i < N; i++) {
const th = (i / N) * Math.PI * 2;
const rr = R + (Math.random() - 0.5) * 0.08;
const yy = (Math.random() - 0.5) * 0.14;
pos[i * 3] = Math.cos(th) * rr;
pos[i * 3 + 1] = yy;
pos[i * 3 + 2] = Math.sin(th) * rr;
const tmp = c1.clone().lerp(c2, Math.random());
col[i * 3] = tmp.r; col[i * 3 + 1] = tmp.g; col[i * 3 + 2] = tmp.b;
}
const g = new THREE.BufferGeometry();
g.setAttribute('position', new THREE.BufferAttribute(pos, 3));
g.setAttribute('color', new THREE.BufferAttribute(col, 3));
const m = new THREE.PointsMaterial({
size: 0.09,
map: makeGlowSprite(),
vertexColors: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
transparent: true,
sizeAttenuation: true
});
ringGroup.add(new THREE.Points(g, m));
}
ringGroup.rotation.x = 0.45;
scene.add(ringGroup);
// ---------- controls (drag rotate + zoom) ----------
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.08;
controls.rotateSpeed = 0.55;
controls.zoomSpeed = 1.0;
controls.enablePan = false;
controls.minDistance = 1.6;
controls.maxDistance = 8;
controls.target.set(0, 0, 0);
// ---------- rotation speed slider ----------
let rotationSpeed = 0.6;
const slider = document.getElementById('speed');
const speedVal = document.getElementById('speedVal');
slider.addEventListener('input', () => {
rotationSpeed = parseFloat(slider.value);
speedVal.textContent = rotationSpeed.toFixed(2);
});
// ---------- resize ----------
window.addEventListener('resize', () => {
camera.aspect = container.clientWidth / container.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(container.clientWidth, container.clientHeight);
});
// ---------- render loop ----------
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const dt = Math.min(clock.getDelta(), 0.1);
globe.rotation.y += rotationSpeed * dt;
ringGroup.rotation.y += dt * 0.12;
controls.update();
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>
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DeepSeek V4.1 Flash Review: Three Hands-On Coding Benchmarks
A hands-on DeepSeek V4.1 Flash review covering its 552B MoE architecture, compressed KV cache, official agent benchmarks, and three interactive creative-coding tests.
Ox Alpha Confirmed as GLM-5.3-Flash: Specs, Pricing Breakdown & Interactive Crane Benchmark
Ox Alpha has officially been confirmed as Zhipu AI's GLM-5.3-Flash. With 320B total/18B active parameters, a hybrid sparse-linear attention architecture, and 50% promotional pricing of $0.075/$0.25 per 1M tokens, we benchmark its coding and SVG generation on Z.ai.
DeepSeek V4 Flash 0731 Review: The Outstanding Value Workhorse
DeepSeek V4 Flash 0731 is a 284B MoE model (13B active) delivering frontier-adjacent coding and reasoning at $0.03 per task. Here is our full review and benchmark breakdown.