
Grok 4.7 vs MiMo-V2.6 Pro
Grok 4.6's price, a bigger base model, and it builds games that hold together. vs Open weights that score level with Opus 5 on agents, for cents.
Head-to-head verdict: Grok 4.7 wins 13–4 with 3 ties.
What I tested — same prompt, two models
I run the same fixed prompt set through every new model the day it drops — same string, one shot, single HTML file out — and I score the result 0–10 on whether it ran, how close it hit the brief, and how good it looked. Below is what came out when I gave the exact same prompts to Grok 4.7 and MiMo-V2.6 Pro, side by side, on 20 shared tasks inside the Agent Operating System.
Both models were given identical prompts inside the Agent Operating System — no help, no iteration, no "best of N" tricks. I run each prompt once, save the HTML file the model produces, and score it 0–10 on whether it ran, how close it hit the brief, and how good it looked. The scoring is mine. The verdicts below are pulled from my source comparison guides at agentos.guide where I publish every score and the reasoning behind it.
Grok 4.7 · Wired into the Agent OS Grok Build tab (4.7 / 4.6 / 4.5 picker, OpenRouter fallback when the CLI is signed out) and benched on twenty skill-infused game builds, each played through its full gameplay arc on a Metal GPU before the vision judge scored the played frame.
MiMo-V2.6 Pro · Benched on all 50 GoldieBench tasks through OpenRouter at the model's default reasoning effort: one-shot build, real rendered poster, Opus 4.8 vision judge, game tasks skill-infused. No retries, no hand fixes; the broken builds are scored as they shipped.
Side-by-side on 50 shared tasks
Click any cell to play that model's actual one-shot attempt. Medals are derived from my 0–10 scores per task (highest = 🥇, second = 🥈, third = 🥉).
Where Grok 4.7 beat MiMo-V2.6 Pro
The tasks where I gave Grok 4.7 a higher 0–10 score on the same prompt — with the actual commentary from my source guides.
What I saw: Strong, atmospheric top-down RPG with a polished themed HUD (vit/dash/relics/inventory/minimap), 3D low-poly world, enemies and interactive seals — HUD evidence shows gold/score/vit all progressing and combat context living. Loses some points because VIT dropped steadily toward d…
What I saw: Strong: gorgeous dusk-lit third-person racer with a detailed low-poly car, banked track, checkpoint gate, obstacles, working minimap and rich HUD; playtest shows real speed (105), score (000749) and lap progression plus off-track/wreck states. Minor weakness is the car spun off a…
What I saw: Renders a polished twilight open-world with terrain, water pool, scattered trees/monoliths, relics, minimap, and a functional combat loop — HUD shows score climbing, a relic collected, VITAL dropping from a WARDEN fight, all confirming real progression. Strong and shippable, but …
What I saw: Renders a polished 3D neon racer with a clean city skyline, glowing arch, detailed HUD/minimap, and confirmed dynamic play (speed, score climbing, health dropping on IMPACT); strong and shippable but the vapor-trail particle effects are underwhelming/barely visible in the frame, …
What I saw: Renders a polished city sandbox with a detailed HUD (health, nitro, wanted stars, minimap with markers) and a nicely modeled car, and the playtest shows real movement — distance closed from 0104 to 0023, score rose to 164, health dropped on crash. Weak points: speed reads 000 and…
Where MiMo-V2.6 Pro beat Grok 4.7
The tasks where I gave MiMo-V2.6 Pro a higher 0–10 score on the same prompt — with the actual commentary from my source guides.
What I saw: Strong render: clean voxel terrain with proper grass/dirt/stone textures, trees, first-person hand, full hotbar with 9 block types, and a polished HUD showing vitals, day/night clock, biome, and score badges. The cohesive dark-cyan monospace UI theme plus visible day/night cycle …
What I saw: Renders a gorgeous low-poly 3D world with detailed player jet, chase cam, floating clouds, terrain props, an enemy bogey in view, and a fully realized HUD (radar, throttle, afterburner, hull). Cohesive military-flight aesthetic and rich mechanics make this a task-topper; only min…
What I saw: The HUD is polished and on-brief (chamber, torch/health meters, gold/depth badges, styled reticle), but the actual 3D dungeon scene failed to render — the entire viewport is black with no torch-lit crypt, walls, or floor visible, leaving only the overlay UI. This is a broken/non-…
What I saw: Renders a gorgeous 3D synthwave arena with detailed ship, glowing perspective grid, floating debris, and a fully polished HUD (hull/shield/boost meters, radar, boss bar, combo) backed by scheduled synth music and juicy SFX. Strong on-brief execution that rivals the field best; on…
Strengths & weaknesses I logged
Grok 4.7
Strengths
- Averaged 7.15/10 on the same twenty skill-infused game briefs where Grok 4.6 averaged 5.95, winning 14 of the 20 head-to-heads
- Best one-shots on this run: neoncity (8.7), racing (8.7), arcade (8.6), every one played on a real GPU before scoring
- Longer reinforcement learning shows: it holds a 40-50KB single-file spec and wires the controls it advertises
- xAI's own coding numbers moved: CursorBench 4.0 46.3% (from 40.4%) and DeepSWE v1.1 71.0% (from 65.2%)
Trade-offs
- 2 of 20 builds died on load or never moved when played — crypt: hud is not a function; voxelcraft: mesh.computeBoundingSphere is not a function file:///Users/j
- Independent Artificial Analysis Intelligence Index v4.3.2 puts it at 46, seven points behind Claude Fable 5.1 and GPT-6 at 53
- Terminal-Bench 4.0 is the weak spot xAI reports itself: 38.0% at launch
MiMo-V2.6 Pro
Strengths
- Simulations and visual pieces are top-tier one-shots: the black hole lensing scored 9.0 and the matrix rain, lava lamp, ocean waves, web desktop, boids and galaxy all landed 8.6 or higher
- Strong flight and driving output when the build holds together: a polished 3D dogfight (8.6), a flight sim (8.4) and the synthwave outrun (8.4)
- Big, complete files: builds ran 30 to 70 KB with full HUDs, control hints and settings panels
- The weights are MIT and on Hugging Face, so the same model can run on your own hardware
Trade-offs
- 18 of 50 builds scored under 5: long game files shipped with garbled tokens (a stray 'martin' or 'martial' identifier breaks the whole script), uninitialised references and bad canvas values, so the HUD paints but the 3D scene stays black
- Two hard crashes: the RPG threw an engine fault on load and the solar system rendered nothing at all
- It reasons for a long time at default effort: builds took 5 to 60 minutes each through OpenRouter
Pricing & context — the spec sheet
| Spec | Grok 4.7 | MiMo-V2.6 Pro |
|---|---|---|
| Vendor | xAI | Xiaomi |
| Context window | 500,000 tokens | 1,000,000 tokens |
| Price | $2 in / $6 out per M tokens | $0.435 in / $0.87 out per M tokens |
| Pricing detail | xAI's September 2026 release, priced exactly like Grok 4.6: $2 per million input tokens and $6 per million output on the standard tier, $4 / $12 on the Fast tier (double the output speed). OpenRouter lists the same model at $1.60 / $4.80. | Xiaomi's September 2026 open-weight flagship (MIT licence, 1.02T total / 42B active parameters). $0.435 per million input tokens and $0.87 per million output on OpenRouter, with cache hits at a fraction of a cent, which is roughly a quarter of Grok 4.7 and a twentieth of the closed frontier models it scores level with on agent benchmarks. |
| Release | 2026-09 | 2026-09 |
| Bench coverage | 20/20 scored · avg 7.15/10 | 50/50 scored · avg 6.35/10 |
The verdict — which should you pick?
Across 20 scored shared tasks, Grok 4.7 averaged 7.15/10, beating MiMo-V2.6 Pro's 5.38/10 by 1.76 points. Pick Grok 4.7 when the build has to ship on the first prompt and you can afford the trade-offs in the comparison below.
If you only run one of these inside your stack, the head-to-head average above is the call. If you can run both, my honest play is to wire Grok 4.7 and MiMo-V2.6 Pro both into the Agent Operating System and dispatch each from the kanban by task type — one-shot arcade, driving and shooter builds where the whole game has to arrive in a single file → Grok 4.7, simulations, shaders and visual scenes in one shot, at a fraction of frontier prices → MiMo-V2.6 Pro. That's the same setup I run for the 4,000+ founders inside the AI Profit Boardroom.
FAQ — Grok 4.7 vs MiMo-V2.6 Pro
Which is better, Grok 4.7 or MiMo-V2.6 Pro?
On Goldie Bench, Grok 4.7 averages 7.15/10 across the shared tasks, with 0 gold, 2 silver, 3 bronze overall. MiMo-V2.6 Pro averages 5.38/10, with 5 gold, 8 silver, 4 bronze. Grok 4.7 wins the head-to-head 13–4.
How much does Grok 4.7 cost vs MiMo-V2.6 Pro?
Grok 4.7: xAI's September 2026 release, priced exactly like Grok 4.6: $2 per million input tokens and $6 per million output on the standard tier, $4 / $12 on the Fast tier (double the output speed). OpenRouter lists the same model at $1.60 / $4.80. MiMo-V2.6 Pro: Xiaomi's September 2026 open-weight flagship (MIT licence, 1.02T total / 42B active parameters). $0.435 per million input tokens and $0.87 per million output on OpenRouter, with cache hits at a fraction of a cent, which is roughly a quarter of Grok 4.7 and a twentieth of the closed frontier models it scores level with on agent benchmarks.
What's the context window for Grok 4.7 vs MiMo-V2.6 Pro?
Grok 4.7 has a 500,000 tokens context window. MiMo-V2.6 Pro has a 1,000,000 tokens context window.
When should I pick Grok 4.7 over MiMo-V2.6 Pro?
Pick Grok 4.7 for: One-shot arcade, driving and shooter builds where the whole game has to arrive in a single file; High-volume agent work priced at half what the other frontier models charge; Grok Build inside the Agent OS: pick 4.7 in the tab and everything it writes lands in the workspace. The trade-off is the weaknesses we logged on the bench: 2 of 20 builds died on load or never moved when played — crypt: hud is not a function; voxelcraft: mesh.computeBoundingSphere is not a function file:///Users/j; Independent Artificial Analysis Intelligence Index v4.3.2 puts it at 46, seven points behind Claude Fable 5.1 and GPT-6 at 53; Terminal-Bench 4.0 is the weak spot xAI reports itself: 38.0% at launch.
When should I pick MiMo-V2.6 Pro over Grok 4.7?
Pick MiMo-V2.6 Pro for: Simulations, shaders and visual scenes in one shot, at a fraction of frontier prices; High-volume agent work where an open, MIT-licensed model matters; Pair it with a self-fix loop for games: the failures are single broken tokens, not missing ideas. The trade-off is the weaknesses we logged on the bench: 18 of 50 builds scored under 5: long game files shipped with garbled tokens (a stray 'martin' or 'martial' identifier breaks the whole script), uninitialised references and bad canvas values, so the HUD paints but the 3D scene stays black; Two hard crashes: the RPG threw an engine fault on load and the solar system rendered nothing at all; It reasons for a long time at default effort: builds took 5 to 60 minutes each through OpenRouter.
How does Goldie Bench score Grok 4.7 vs MiMo-V2.6 Pro?
Every demo on this page was built by Julian Goldie inside the Agent Operating System — same fixed prompt for both models, one shot, single HTML file out. Each result gets a 0–10 score on whether it ran, how close it hit the brief, and how good it looked. The highest score on each task gets gold; second gets silver; third gets bronze. See methodology for full provenance.
Related comparisons
Other head-to-heads using the same scoring system:
Grok 4.7 vs Fusion MiMo-V2.6 Pro vs Fusion Grok 4.7 vs Claude Opus 5 MiMo-V2.6 Pro vs Claude Opus 5 Grok 4.7 vs Hermes MoA MiMo-V2.6 Pro vs Hermes MoA Grok 4.7 vs GPT-5.6 Sol MiMo-V2.6 Pro vs GPT-5.6 SolFull model pages: Grok 4.7 · MiMo-V2.6 Pro · back to the leaderboard
Run this stack yourself.
Every demo on this bench was built inside the Agent Operating System — one prompt, one shot, single HTML file out. The Agent OS, the prompts, the templates, the weekly walkthroughs and 4,000+ founders shipping with it every day all live inside the AI Profit Boardroom.










































