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The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control
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Builds The Matrix, a 2.7B video-DiT-based interactive world simulator that generates infinitely long 720p streams at 8-16 FPS with frame-level keyboard control, trained on game data (Forza Horizon 5, Cyberpunk 2077) plus unlabeled real footage.
Problem
Existing world simulators are limited to non-AAA games, short sequences, low resolution, slow generation, or poor generalization to real-world scenes, and lack frame-level control.
Approach
Adapts a pretrained video DiT with a causal cross-attention Interactive Module for keyboard control, a Shift-Window Denoising Process (Swin-DPM) that denoises a sliding queue of tokens at staggered noise levels for infinite-length generation, and a Stream Consistency Model distillation for real-time speed; trained on game data captured via a CPU-memory-based GameData platform plus unlabeled real f
Key results
- Swin-DPM plus SCM raises inference speed from 0.8 FPS to 8-16 FPS on Forza Horizon 5 with Move-PSNR 29.73 and Move-LPIPS 0.109.
- Interactive Module improves Forza Horizon 5 Move-PSNR from 26.89 (warmup only) to 28.98 and reduces Move-LPIPS from 0.128 to 0.125.
- The model generates continuous videos of up to hour-long duration and generalizes to unseen indoor scenes and to controlling a human, without training on such data.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add SCM after Swin-DPM (ablation) | The Matrix · Forza Horizon 5 | inference speed: 0.8 FPS -> 8 - 16 FPS | Helped |
| add SCM after Swin-DPM (ablation) | The Matrix · Forza Horizon 5 | Move-LPIPS: 0.113 -> 0.109 | Helped |
| add SCM after Swin-DPM (ablation) | The Matrix · Forza Horizon 5 | Move-PSNR: 29.90 -> 29.73 | Hurt |
| add SCM after Swin-DPM (ablation) | The Matrix · Forza Horizon 5 | FVD: 1651.50 -> 1936.79 | Hurt |
| add SCM after Swin-DPM (ablation) | The Matrix · Forza Horizon 5 | FID: 163.27 -> 153.80 | Helped |
| add SCM after Swin-DPM (ablation) | The Matrix · Forza Horizon 5 | CLIP: 0.24 -> 0.23 | Hurt |
| add Swin-DPM (ablation) | The Matrix with Interactive Module · Forza Horizon 5 | Move-PSNR: 28.98 -> 29.90 | Helped |
| add Swin-DPM (ablation) | The Matrix with Interactive Module · Forza Horizon 5 | Move-LPIPS: 0.125 -> 0.113 | Helped |
| add Swin-DPM (ablation) | The Matrix with Interactive Module · Forza Horizon 5 | inference speed: 48 frames / 55 Seconds -> 0.8 FPS | Hurt |
| add Interactive Module (ablation) | The Matrix after warmup · Cyberpunk 2077 | Move-PSNR: 27.80 -> 28.24 | Helped |
| add Interactive Module (ablation) | The Matrix after warmup · Cyberpunk 2077 | Move-LPIPS: 0.125 -> 0.129 | Hurt |
| add Interactive Module (ablation) | The Matrix after warmup · DROID | Move-PSNR: 27.72 -> 27.90 | Helped |
Surprising findings
- Swin-DPM and SCM increase Move-PSNR over the Interactive Module stage (Forza Horizon 5: 28.98 to 29.90 and 29.73), even though visual quality metrics such as FVD degrade.
Limitations
- Visual quality (FVD, FID) degrades after Swin-DPM and SCM training.
- Control is limited to simple inputs (forward, turning, looking up/down) and relies on game-specific or robot-specific action labels.
Experimental setup
Datasets: Source (GameData-collected Forza Horizon 5 and Cyberpunk 2077 clips plus unlabeled real-world footage) DROID
Benchmarks: Source held-out generation (Forza Horizon 5, Cyberpunk 2077) DROID
Metrics: FVD FID CLIP score Move-PSNR Move-LPIPS inference speed (FPS)
Baselines: DIAMOND Genie GameNGen Oasis GameGen-X MarioVGG
Builds on: Diffusion Transformer (DiT) Consistency Models Stream Consistency Model LoRA Deepspeed Ulysses
Closest papers by meaning
- PlayerOne: Egocentric World Simulator (NeurIPS 2025 · similarity 0.86)
- Video2Game: Real-time Interactive Realistic and Browser-Compatible Environment from a Single Video (CVPR 2024 · similarity 0.86)
- GameGen-X: Interactive Open-world Game Video Generation (ICLR 2025 · similarity 0.86)
- DrivingSphere: Building a High-fidelity 4D World for Closed-loop Simulation (CVPR 2025 · similarity 0.86)
- From Zero to Hero: Training-Free Custom Concept Spawning in World Models (NeurIPS 2026 · similarity 0.86)
- Learning Interactive Real-World Simulators (ICLR 2024 · similarity 0.86)
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