Our prompting pipeline rewrites user input into structured signals the world model actually understands: seed images, synthetic video, and aligned controls. It started as a safety filter. It became the other half of the product.

GANs are tough. Diffusion is simple. Diffusion VAEs are the next step in controllable HD reconstructions.

In a race to maximize visual fidelity, the fun factor of world models has suffered. We've arrived in an era where a full second of latency is considered playable, 4fps is considered real-time, and a rack of $50,000 GPUs is considered accessible. We want to fix this—and Project Genie reminds us why it matters.

Today we're releasing Waypoint-1, the first real time diffusion world model optimized for consumer GPUs.

We needed a bunch of annotated game data, we were in a hurry, and we made it happen as fast as we possibly could. It was tricky, we broke a lot of things, and it worked. Here's what we did, what worked and what we broke.

At its heart, the post tackles a critical bottleneck in large-scale transformer-based generative models: the KV cache. During inference, this cache stores the context from previous steps, but it can grow very large, consuming memory and hitting bandwidth limits as data is repeatedly read by the GPU. In this blog post, we detail how we address this via quantization and other optimization techniques.

We're releasing OWL Eval, the first open-source evaluation platform built specifically for studying how humans perceive AI-generated videos. After running studies with hundreds of participants, we've learned that human evaluation reveals critical model failures that automated metrics completely miss. Our platform makes it dead simple to run these studies at scale.

We show applying ODE regression to drastically reduce the depth of our diffusion decoder, leading to a 40x speedup!

In this blog post, we illustrate a paper that leverages multiple specialist models and incorporating their individual expertise by having them influence the diffusion sampling at inference time. We also provide code examples, visualizations, and intuitions!

We trained an autoencoder with depth maps in the latent. It resulted in far better depth consistency in downstream generations. Next we’re training with optical flow as well, and solving the KV cache problem

The generation vs reconstruction trade-off gets weird when you push compression. Learn more about how we're managing it in this blog post!


Join us as we try to figure out how to make a good custom autoencoder for our World Model.

This week we set our sights on taming unlabeled internet data for World Model training.

Today we are marking the start of our journey towards a general purpose open source video game world model.
