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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.