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Waypoint 1.5

Waypoint-1.5-1B is Overworld's dense, autoregressive interactive video world model. FlashDreams integrates the published BF16 checkpoint as an image-established, keyboard/mouse-controlled V2 application with deterministic per-action metrics and MP4, WebRTC, or native-window presentation.

Upstream Waypoint 1.5 teaser from the Overworld model card; this is not a FlashDreams benchmark artifact.

Quick Start

Action2V

uv sync --package flashdreams-waypoint --inexact
uv run --no-sync flashdreams-run-v2 action2v-waypoint-1-5-1b \
  --mode webrtc --host 127.0.0.1 --port 8766 -- \
  --example-data --seed 464

Demo Presets

Action2V

Preset Description
action2v-waypoint-1-5-1b Waypoint 1.5 1B with image-established keyboard and mouse control.

Developer Details

  • GPU: A CUDA-capable NVIDIA GPU with BF16 and PyTorch FlexAttention support.
  • Validated hardware: One NVIDIA RTX PRO 6000 Blackwell Workstation Edition. The measured PyTorch peak allocation was 6.061 GiB, but this is not a minimum-VRAM guarantee and excludes non-PyTorch process memory.
  • Model downloads: The 3.72 GB BF16 Waypoint safetensors file and separate Overworld-Models/taehv1_5 checkpoint are cached on first run.

Performance (Outdated)

The final FlashDreams path was measured on 2026-08-26 using an RTX PRO 6000 Blackwell Workstation Edition (96 GiB), driver 595.84, PyTorch 2.12.1+cu130, CUDA 13.0, BF16 weights, the pinned validation first frame and control timeline, seed 464, native 1024x512 output, four denoise evaluations, and synchronous profiling. Actions 1-19 were warmup; actions 20-40 were the steady-state sample.

Measurement Result
Mean action latency 68.791 ms per four generated frames
Median action latency 68.887 ms
p90 action latency 69.737 ms
Throughput derived from mean latency 58.15 generated RGB frames/s
Peak PyTorch CUDA allocation 6.061 GiB
Encoded output 164 frames: 4 seed + 40 actions x 4 frames

The declared 60 FPS is presentation timing, not a throughput guarantee. Overworld separately reports 56 FPS for its unquantized runtime on an RTX 5090; that result was not reproduced here and is not directly comparable across different GPU, runtime, and presentation stacks.

Parity and rollout validation

FlashDreams loaded the same BF16 checkpoint and matched the pinned official world_engine implementation through one complete controlled action. The final comparison includes the four-step Euler solve and both cache commits:

Comparison Mean absolute error Max absolute error Cosine similarity
Seed cache flow 0.010793 0.218750 0.999586
Clean latent after four steps 0.005682 0.033691 0.999869
Final cache flow 0.010511 0.265625 0.999487

The residual is consistent with BF16 execution through different compiled kernel boundaries. Review optimizations retained a byte-identical 40-action MP4. Additional inference completed 15 distinct scenes at 40 actions each and one 118-action rollout: 718 generated actions and 2,936 decoded frames in total, with complete finite metrics and exact frame accounting. This demonstrates execution, cache longevity, and scene coverage; it is not a qualitative gameplay or physical-accuracy score.

Complete validation record


Citation

If you use Waypoint-1.5, cite the original work:

@misc{rajpal2026waypoint,
  title         = {Waypoint-1.5: A Real-Time Video World Model for Consumer Hardware},
  author        = {Rajpal, Rajit and Matiana, Shahbuland and {Liew Wei Pyn} and Agarwal, Anmol and Craig, Ryan and Lapp, Andrew and Hunsur, Mithun and BuGhanem, Sami and Fox, Scottie and Sanders, Aaron and Poole, Carson and Park, Irene and Rossi, David and Frazier, Spencer and Castricato, Louis},
  year          = {2026},
  eprint        = {2609.37107},
  archivePrefix = {arXiv},
  primaryClass  = {cs.CV},
  doi           = {10.48550/arXiv.2609.37107},
  url           = {https://arxiv.org/abs/2609.37107},
}