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Token Cost Analysis
The numbers below are engineering estimates, not a measured benchmark. They are order-of-magnitude figures anchored to one reference build (a rounded-bevel loot chest: gradient enamel, gold corner brackets, an emissive emblem, resolved in about six render-review cycles). Actual cost varies with the model tier, image resolution, object complexity, and — above all — how many review cycles a subject needs. Treat them as a cost model, not a guarantee.
A measured benchmark, based on empirical data across real reconstructions, is planned for v1.5. See ROADMAP.md for details.
Where the tokens go per full object reconstruction
| Stage | Est. model tokens | Notes |
|---|---|---|
| Deterministic scripts (probe, assessment, spec, validate, generate, sync) | ~2k-5k total | Run as subprocesses. This is the work that is near-free. |
| Read the reference image | <1k | A small reference; higher-res costs more. |
| Author assessment + detail inventory + spec JSON | ~15k-25k | The spec is the largest text artifact. |
| Write and edit the Three.js factory | ~20k-45k | Scales with part count and edit iterations. |
| Render-review loop (5-8 cycles) | ~30k-70k | The dominant cost; scales linearly with cycles. |
| Total, one object | ~80k-180k | Simple/few-cycles to complex/many-cycles. |
One render-review cycle in isolation
| Step | Est. model tokens |
|---|---|
| Capture screenshot (browser tool) | ~0 (tool call) |
| Package comparison sheet (stdlib script) | ~0 (subprocess) |
| Inspect the comparison sheet with vision | ~2k-3k |
| Write the review and scores (script) | ~1k-2k |
| Per cycle | ~5k-12k |
Character reconstruction cost
Characters cost more (more review cycles plus landmark and projection checks): roughly ~150k-350k for a full stylized or likeness-maximized reconstruction with the v1.2 character generator.
What this buys you
- Deterministic scripts contribute close to zero model tokens, so validation, gating, detail counting, sheet packaging, and pipeline state never eat context.
- Model tokens are spent only on vision (reading one sheet per pass), authoring the spec, and writing code.
- The gates are the savings mechanism: strict-quality blocks codegen on an underspecified spec, and the detail-inventory gate blocks it on missing detail — each avoided bad render saves roughly one full cycle (~10k-20k tokens).
- The single biggest lever on cost is the review-cycle count. A well-formed spec up front is worth more tokens than any micro-optimization downstream.