The Matrix 是一个基础世界模拟器,能够以实时、响应式控制生成连续的 720p 高保真真实场景视频流,同时支持第一人称与第三人称视角。系统仅使用有限的 AAA 游戏数据(Forza Horizon 5、Cyberpunk 2077)与大规模真实世界视频进行训练,即可在多种地形中以 8–16 FPS 的速度连续生成,并对未见场景具备 zero-shot 泛化能力。The Matrix is a foundation world simulator that generates continuous 720p high-fidelity real-scene video streams under real-time, responsive control, supporting both first-person and third-person viewpoints. Trained only on limited AAA game data (Forza Horizon 5, Cyberpunk 2077) together with large-scale real-world video, it generates continuously across diverse terrains at 8–16 FPS and exhibits zero-shot generalization to unseen scenes.
现有世界模型面临三个核心瓶颈:(1)仅聚焦于低保真非 AAA 游戏;(2)生成长度受限(通常不超过约一分钟);(3)无法实现实时渲染。这些问题使世界模型难以作为真正可交互的游戏引擎或仿真平台。Existing world models face three core bottlenecks: (1) they focus only on low-fidelity, non-AAA games; (2) generation length is limited, typically to no more than about one minute; (3) real-time rendering is out of reach. These issues make world models hard to use as genuinely interactive game engines or simulation platforms.
"The first scalable, high-fidelity 1280×720 pixel world model in real time" — combining AAA game realism, infinite-length generation, and frame-level control in a single system.
The Matrix 由三个核心模块构成:Interactive Module(将键盘输入转化为语言描述后注入扩散过程)、Shift-Window Denoising Process Model(Swin-DPM)(滑动窗口无限长生成)以及 Stream Consistency Model(SCM)(蒸馏加速实现实时推理)。骨干网络为 Video DiT,共 32 个注意力块,基础参数量 2.3B,加上 Interactive Module 后总计 2.7B。The Matrix comprises three core modules: Interactive Module (which converts keyboard input into language descriptions and injects them into the diffusion process), Shift-Window Denoising Process Model (Swin-DPM) (sliding-window infinite-length generation) and Stream Consistency Model (SCM) (distillation-based acceleration for real-time inference). The backbone is a Video DiT with 32 attention blocks and 2.3B base parameters, reaching 2.7B in total once the Interactive Module is added.
自主构建的游戏数据采集系统,利用 Cheat Engine、Reshade 插件和 OBS 录制,从 CPU 内存状态中同步捕获游戏视频帧与控制信号:A self-built game-data collection system that uses Cheat Engine, Reshade plugins and OBS recording to capture game video frames and control signals synchronously from CPU memory state:
Forza 数据过滤:平衡控制信号、碰撞检测、卡顿角色去除、运动-控制不匹配检测、伪影去除,共五项策略。Forza data filtering: balancing control signals, collision detection, removal of stuck characters, motion-control mismatch detection and artifact removal — five strategies in all.
SCM 将 Swin-DPM 蒸馏为 4 步一致性模型,推理速度提升 10–20×,最终实现 8–16 FPS 的实时渲染。SCM distills Swin-DPM into a 4-step consistency model, speeding up inference by 10–20× and ultimately achieving 8–16 FPS real-time rendering.
代价是视觉质量有所下降(FVD 从 1211.30 上升到 1936.79),但控制精度(Move-LPIPS)从 0.125 进一步提升至 0.109,体现了速度-质量之间的权衡关系。The cost is some loss of visual quality (FVD rises from 1211.30 to 1936.79), while control accuracy (Move-LPIPS) improves further from 0.125 to 0.109, reflecting the trade-off between speed and quality.
实验在三个场景下评估:Forza Horizon 5(赛车驾驶)、Cyberpunk 2077(角色步行)以及 DROID 机器人操控。评估指标包含视觉质量(FID、FVD、CLIP Score,在 2048 秒随机生成视频上计算)与控制精度(Move-PSNR、Move-LPIPS,在 2048 秒固定测试集上计算)。Evaluation covers three settings: Forza Horizon 5 (racing and driving), Cyberpunk 2077 (character walking) and DROID robot manipulation. The metrics comprise visual quality (FID, FVD, CLIP Score, computed over 2048 seconds of randomly generated video) and control accuracy (Move-PSNR, Move-LPIPS, computed over a fixed 2048-second test set).
| 场景Scenario | Move-LPIPS ↓ | Move-PSNR ↑ |
|---|---|---|
| Cyberpunk 2077 | 0.129 | 28.24 |
| Forza Horizon 5 | 0.125 | 28.98 |
| DROID 机器人DROID robot | 0.180 | 27.90 |
| 组件Component | 推理速度Inference speed | FVD ↓ | Move-LPIPS ↓ |
|---|---|---|---|
| + Interactive Module(基线)+ Interactive Module (baseline) | 55 sec / 48 frames | 1211.30 | 0.125 |
| + Swin-DPM | 0.8 FPS | 1651.50 | 0.113 |
| + SCM(完整系统)+ SCM (full system) | 8–16 FPS | 1936.79 | 0.109 |
注:Swin-DPM 的引入使 FVD 上升(视觉质量有所牺牲),但保持了强控制精度;SCM 进一步提升推理速度约 10–20×,并进一步降低 Move-LPIPS 至 0.109。Note: introducing Swin-DPM raises FVD (some visual quality is sacrificed) but preserves strong control accuracy; SCM further speeds up inference by roughly 10–20× and lowers Move-LPIPS further to 0.109.
引入 Swin-DPM 后 FVD 从 1211.30 上升至 1651.50,进一步加入 SCM 后升至 1936.79。实现实时推理(8–16 FPS)是以视觉保真度为代价的,现阶段难以同时达到最高画质与最快速度。After Swin-DPM is introduced, FVD rises from 1211.30 to 1651.50, and adding SCM pushes it further to 1936.79. Real-time inference (8–16 FPS) comes at the cost of visual fidelity; the best image quality and the highest speed cannot yet be attained at the same time.
对未见场景(如室内办公室)和未见对象(如人类角色)的泛化结果仅以定性图示呈现,未提供系统性的量化评估,泛化边界尚不明确。Generalization to unseen scenes (such as an indoor office) and unseen objects (such as human characters) is presented only through qualitative figures, with no systematic quantitative evaluation, so the boundaries of generalization remain unclear.
训练数据主要来自 Forza Horizon 5 与 Cyberpunk 2077 两款 AAA 游戏,以及 DROID 机器人数据集;评估域相对集中,系统在其他类型游戏或真实世界场景中的表现尚未系统验证。The training data comes mainly from two AAA games, Forza Horizon 5 and Cyberpunk 2077, together with the DROID robot dataset; the evaluation domain is relatively concentrated, and performance on other genres of game or on real-world scenes has not been systematically verified.
Interactive Module 将键盘输入翻译为自然语言描述(如 "The car is driving forward"),控制信号经过一层语言抽象,精细的运动轨迹或连续动作空间的控制能力尚未得到充分探索。The Interactive Module translates keyboard input into a natural-language description (e.g. "The car is driving forward"), so the control signal passes through a layer of linguistic abstraction; fine-grained motion trajectories and control over continuous action spaces remain insufficiently explored.