Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.
Figures & tables
Figure 1: Teaser (Best viewed in color and zoomed in): WorldCam is an interactive 3D gaming model that enables precise action control under challenging keyboard and mouse inputs (top), supports long-horizon interactions (middle), and preserves consistent 3D geometry across viewpoints (bottom). Time (seconds at 20 FPS) is visualized in the top-left of each frame, while keyboard and mouse inputs are shown in the bottom-left and bottom-right, respectively. The red box highlights consistent 3D geometry in revisited views.
Figure 2: Overall architecture. WorldCam converts user actions into camera poses in Lie algebra and conditions a progressive autoregressive video transformer on these camera poses for precise action control. Retrieved long-term memory latents and camera poses from the memory pool enforce 3D consistency of the generated world, while short-term memory with an attention sink stabilizes long-horizon generation.
The Matrix
Matrix-game
Matrix-game 2.0
Genie
Yan
GameCraft
CameraCtrl
MotionCtrl
WorldCam
Action control
✓
✓
✓
✓
✓
✓
×
×
✓
3D consistency
×
×
×
×
×
×
✓
✓
✓
Long-horizon inference
×
×
✓
✓
✓
✓
×
×
✓
Table 1: Comparison with existing interactive gaming world models and camera-controlled models.
Figure 3: Dataset samples and statistics: (a) Example gameplay frames annotated with camera trajectories, and text captions. (b) Distribution of video durations. (c) Distribution of linear velocities (vx,vy,vz) . (d) Distribution of angular velocities (ωx,ωy,ωz) . The dataset captures diverse and authentic human gameplay behaviors for training interactive gaming world models.
Figure 4: Qualitative comparison with recent interactive gaming world models: Compared to prior works, WorldCam faithfully follows user actions and maintains coherent 3D scene structure with high visual fidelity over long horizons.
Action Controllability
Visual Quality
Method
RPE trans↓
RPE rot(∘)↓
RPE camera↓
Avg. ↑
Aesth. ↑
Subj. Cons. ↑
Bg. Cons. ↑
Img. ↑
Temp. ↑
Motion. ↑
Yume ( Mao et al., 2025 )
0.111
2.222
0.137
0.774
0.476
0.741
0.892
0.600
0.955
0.986
Matrix-Game 2.0 ( He et al., 2025 )
0.098
1.656
0.119
0.766
0.457
0.741
0.843
0.633
0.937
0.981
GameCraft ( Li et al., 2025a )
0.086
1.146
0.100
0.781
0.464
0.804
0.850
0.626
0.958
0.986
WorldCam
0.080
0.696
0.086
0.844
0.508
0.896
0.959
0.752
0.964
0.984
Table 2: Quantitative comparison with recent interactive gaming world models in terms of action controllability and visual quality. All methods are evaluated under the same action trajectories with 200-frame video generation.
Method
PSNR ↑
LPIPS ↓
MEt3R ↓
DINO Sim. ↑
Sharpness ↑
Real Videos
-
-
-
-
577
Yume ( Mao et al., 2025 )
16.03
0.5629
0.0905
0.4545
95
Matrix-Game 2.0 ( He et al., 2025 )
13.66
0.4997
0.0662
0.6153
179
GameCraft ( Li et al., 2025a )
14.27
0.5749
0.0489
0.5960
201
WorldCam
16.69
0.3277
0.0342
0.8884
656
Table 3: Quantitative results for long-horizon 3D consistency.
Method
RPE trans↓
RPE rot(∘)↓
RPE camera↓
CameraCtrl ( He et al., 2024 )
0.071
0.943
0.083
MotionCtrl ( Wang et al., 2024b )
0.080
1.271
0.102
WorldCam
0.026
0.386
0.030
Table 4: Comparison with camera-controlled models under 16-frame generation.
Method
Action Controllability ↑
Visual Quality ↑
3D Consistency ↑
Yume ( Mao et al., 2025 )
2.47
2.83
1.44
Matrix-2.0 ( He et al., 2025 )
3.78
3.42
2.75
GameCraft ( Li et al., 2025a )
2.55
3.34
3.36
WorldCam
4.31
4.44
4.36
Table 5: Human evaluation results. We report average user ratings on a scale of 1 (worst) to 5 (best).
Table 10
Method
Avg. ↑
Aesth. ↑
Subj. Cons. ↑
Bg. Cons. ↑
Img. ↑
Temp. ↑
Motion. ↑
w/o attention sink
0.840
0.511
0.876
0.955
0.751
0.961
0.984
with attention sink
0.841
0.502
0.883
0.956
0.753
0.964
0.984
Table 8: Ablation on the effect of attention sinks for visual quality.
Method
RPE trans↓
RPE rot(∘)↓
RPE camera↓
Yume ( Mao et al., 2025 )
0.111
2.222
0.137
Matrix-Game 2.0 ( He et al., 2025 )
0.098
1.656
0.119
GameCraft ( Li et al., 2025a )
0.086
1.146
0.100
WorldCam (Linear)
0.093
0.962
0.102
WorldCam (Lie)
0.080
0.696
0.086
Table 9: Ablation study on action-to-camera mapping.
Method
PSNR ↑
LPIPS ↓
MEt3R ↓
Random
15.76
0.3645
0.041
Temporal
15.18
0.3867
0.040
Ours
16.42
0.3496
0.038
Table 10: Ablation study on long-term memory retrieval.
Figure 5: Qualitative Results (Best viewed in color and zoomed in): (a) WorldCam enables fine-grained action control coupled with simultaneous keyboard and mouse inputs. (b) WorldCam generates long-horizon videos exceeding 10 seconds (20 FPS) without error drift. Time (seconds at 20 FPS) is visualized in the top-left of each frame, while keyboard and mouse inputs are shown in the bottom-left and bottom-right, respectively.
Figure 6: Qualitative Results (Best viewed in color and zoomed in): Our model preserves the underlying 3D scene consistently over long-horizon beyond the denoising window. Time (seconds at 20 FPS) is visualized in the top-left of each frame, while keyboard and mouse inputs are shown in the bottom-left and bottom-right, respectively. The red box highlights consistent 3D geometry in revisited views.
Appendix figures & tables2 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 16
Method
Latent-wise AR
Steps
Frames/Chunk
Time/Chunk (s)
Time/Step (s)
Yume ( Mao et al., 2025 )
×
4
32
2.91
0.73
GameCraft ( Li et al., 2025a )
×
8
33
109.4
13.68
Matrix-Game 2.0 ( He et al., 2025 )
✓
3
12
3.09
1.03
WorldCam
✓
8
4
4.17
0.52
Appendix
Table 12: Inference time comparison. All methods are evaluated at a spatial resolution of 480×832 on a single H100 GPU.