I've been experimenting with vibe-coding some games. One of the games started performing very badly in a particular menu, and I began suspecting it's because of a shader that may be redundantly computed way too much on too many large surfaces. I began writing my suspicion to Claude, then stopped and decided to just describe the problem and see if it would come to the same conclusion as me. A few minutes later, it had profiled the game, found what contributed most to the poor performance, fixed the rendering and made the game performant again. I didn't have to inspect the code to do any of that. The current models (paired with coding harnesses) love to test and validate their results by running the games, taking screenshots, singling out individual parts, including logs to reproduce errors or other issues, and they love to create tests. The code is good enough in the same sense that the code I used to write was good enough if it did what we wanted. My non-technical bosses didn't have to inspect my code for that.
It sounds like you understood what was happening here and used a tool effectively, nice.
That's very different from what a lot of vibe-coders do, like wholesale cloning and relicensing projects. This is happening in the GIS space, and these vibe-clone projects slightly hilariously inherit all the technical debt they didn't understand.
Nothing wrong with using LLMs, but I agree with Andrej Karpathy: "you can outsource your thinking, but not your understanding".
In my experience, it's usually good for finding out the bugs, but I take the fixes it provides with a grain of salt. There were numerous times where the fix could have lead to some more serious bugs because of some business logic special case scenarios that it didn't understand.