Streaming autoregressive diffusion models enable real-time, long-horizon video generation, but their training objectives optimize local frame prediction rather than the geometry and dynamics of a coherent world: long rollouts accumulate geometric drift and degrade into static or unnatural motion. Recent bidirectional approaches address this problem using rewards signals built upon 3D Gaussian-Splatting reconstruction. However, a single rigid 3d reconstruction cannot model a dynamic scene, so this critic penalizes genuine object motion as reconstruction error and is maximized by freezing the video. This shortcut is especially detrimental in the AR setting, where each chunk can propagate an already-static configuration. In this work, we propose Stream4D, which replaces the static critic with a feed-forward 4D reconstruction reward that explicitly models scene dynamics, allowing coherent motion to receive high consistency rewards. To further guide motion magnitude and quality, we add a motion prior that rewards natural scene-flow magnitude while penalizing jitter and non-rigid artifacts. Our final recipe combines these two terms with a lightweight perceptual anchor. Across various autoregressive video backbones and various generation horizons, Stream4D improves 4D reconstruction quality, preserves motion more effectively, and achieves higher human-aligned preference. Project page: https://banyuanhao.github.io/Stream4D/
Figures & tables
Figure 1: Static-3D rewards freeze the scene; a 4D reward keeps it moving. Five uniformly-spaced frames from a 10.3 s LongLive rollout (“a cat running away with a fish while people chase behind”). The distilled base contains large motion but the cat and fish drift across frames; the static-3DGS rewards World-R1 and VideoGPA reduce the scene to a more rigid, low-motion configuration. Stream4D keeps the cat running with clear forward motion while preserving a coherent subject and scene.
Figure 2: Unlike a static 3D reward, which punishes motion outright, our dynamic 4D-GS backbone does not penalize motion. Per-prompt 4D-PSNR only drifts weakly downward with motion magnitude m .
Method
MoVieS Recon.
4DGT Recon.
LLM judge
VideoReward win%
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Motion ↑
Consist. ↑
VQ ↑
MQ ↑
TA ↑
Ovr ↑
Reference: full-diffusion T2V baselines (non-distilled, no RL)
Wan2.1-T2V-1.3B Wan et al. (2025)
19.15
0.828
0.258
17.14
0.614
0.399
—
—
—
—
—
—
CogVideoX-1.5-5B Yang et al. (2024)
17.02
0.768
0.279
15.06
0.518
0.454
—
—
—
—
—
—
Distilled AR backbone: Self-Forcing Huang et al. (2025) (5 s)
Base (B0)
16.88
0.785
0.282
16.28
0.559
0.419
—
—
—
—
—
—
Table 1: Main results on the 500 object-prominent testing set . Metrics as defined in Sec. 4.1 : MoVieS 4D reconstruction score; the 4DGT reconstruction Xu et al. (2025) score (a reconstructor-independent cross-check, Appendix D ); the order-debiased LLM judge evaluating Motion preservation and Consistency ); and VideoReward Liu et al. (2025b) paired win% vs. base.
Stream4D vs.
Human win% ↑
Gemini judge win% ↑
Motion
Overall
Motion
Consist.
Base
43
60
63
70
World-R1 Wang et al. (2026a)
72
76
93
68
VideoGPA Du et al. (2026)
87
80
95
82
Table 2: Human study on LongLive. We focus the human evaluation on the long-horizon LongLive backbone, where accumulated drift and the static-collapse shortcut matter most. For each pair raters pick which video shows more natural motion and which is better overall (jointly weighing motion amount, motion quality, and object consistency); win% is Stream4D’s rate (ties count 21 , >50% prefers ours). For reference we list the Gemini judge’s Motion and Consistency win% on the same 50 prompts: the judge agrees with humans on every ranking (Stream4D preferred over both reward baselines, and below 50% on raw motion vs. base), corroborating that the automatic scores are not an artifact, though the judge is somewhat more generous to ours in absolute terms.
Reward configuration
MoVieS Recon.
4DGT Recon.
LLM judge
VideoReward win%
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Motion ↑
Consist. ↑
VQ ↑
MQ ↑
TA ↑
Ovr ↑
Backbone: Self-Forcing (5 s)
Base (no RL)
16.88
0.785
0.282
16.28
0.559
0.419
—
—
—
—
—
—
Stream4D (Ours)
20.34
0.874
0.195
17.24
0.650
0.417
0.833
82.2
62.4
62.8
56.2
66.2
− perceptual anchor (a)
22.39
0.905
0.163
18.53
0.723
0.371
0.830
81.7
66.4
64.8
52.8
66.6
− motion term (b)
24.37
0.952
0.096
19.36
0.738
0.328
0.341
31.1
63.0
56.8
44.0
59.2
Table 3: Reward-axis ablation: dropping one of the three reward axes, on all three backbones. Each block lists the distilled base, the deployed Stream4D recipe, then the three single-axis drops. Metric conventions match Table 1 .
Figure 3: Reconstruction-motion trade-off . Deployed recipes (stars) sit on the upper-right frontier.
Motion-term Rmot
MoVieS Recon.
4DGT Recon.
LLM judge
VideoReward win%
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Motion ↑
Consist. ↑
VQ ↑
MQ ↑
TA ↑
Ovr ↑
Backbone: Self-Forcing (5 s)
Base (no RL)
16.88
0.785
0.282
16.28
0.559
0.419
—
—
—
—
—
—
g(m)⋅smooth⋅rigid
20.34
0.874
0.195
17.24
0.650
0.417
0.833
82.2
62.4
62.8
56.2
66.2
smooth⋅rigid ,
23.43
0.947
0.119
18.02
0.671
0.405
0.406
36.4
78.4
60.4
53.8
74.6
m⋅smooth⋅rigid (e)
18.46
0.833
0.234
16.85
0.632
0.392
0.923
71.2
46.4
47.4
41.8
46.0
Table 4: Motion-term formulation ablation: varying the shape of the motion term Rmot while keeping the reconstruction and perceptual axes fixed, on all three backbones.
mnat
MoVieS Recon.
4DGT Recon.
LLM judge
VideoReward win% vs base
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Motion ↑
Consist. ↑
VQ ↑
MQ ↑
TA ↑
Ovr ↑
Self-Forcing base
16.88
0.785
0.282
16.28
0.559
0.419
—
—
—
—
—
—
0.010 ( 0.5× )
21.10
0.924
0.135
17.86
0.672
0.345
0.522
44.7
62.8
59.2
65.6
63.8
0.020 (deployed)
20.34
0.874
0.195
17.24
0.650
0.417
0.833
82.2
62.4
62.8
56.2
66.2
0.030 ( 1.5× )
18.87
0.836
0.228
17.50
0.645
0.374
0.916
74.4
54.0
51.0
45.6
53.2
Table 5: Sensitivity to the gate target mnat on Self-Forcing. The 0.020 row is the deployed recipe, landing on the knee of the motion-fidelity trade-off, taking the best Consistency and VideoReward-Overall.
Appendix figures & tables6 assets
Supplementary material from the paper’s appendix.
Appendix
Module
Hyperparameter
Value
Backbone
Architecture
Causal Wan 2.1 (Self-Forcing / Causal-Forcing / LongLive)
Video resolution ( H×W )
480×832
LoRA fine-tuning
Rank r / scaling α
256 / 256
Dropout
0.0
Gradient checkpointing
True
Optimization
Hardware
4 nodes × 8 × H200, DDP
Appendix
Table S1 : Stream4D training hyperparameters. A single training-hyperparameter set is used across Self-Forcing, Causal-Forcing, and LongLive; only the three reward-axis weights vary per backbone.
Method
MoVieS Recon.
4DGT Recon.
LLM judge
VideoReward win%
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Motion ↑
Consist. ↑
VQ ↑
MQ ↑
TA ↑
Ovr ↑
Distilled AR backbone: Self-Forcing Huang et al. (2025) (5 s)
Base (B0)
18.19
0.831
0.239
16.23
0.546
0.439
—
—
—
—
—
—
World-R1 Wang et al. (2026a)
19.35
0.885
0.182
16.60
0.560
0.412
0.773
68.2
61.4
49.4
54.2
56.8
VideoGPA Du et al. (2026) ‡†
24.88
0.908
0.143
19.87
0.621
0.396
0.477
38.3
63.0
63.4
65.0
67.4
+ Stream4D (Ours)
21.23
0.895
0.177
17.70
0.657
0.411
0.816
75.1
59.8
56.6
54.4
59.8
Appendix
Table S2: Robustness check: main comparison on a uniformly random 500-prompt subset of the same held-out VidProM set (seed-0 sample, no motion filter; 122 prompts overlap the high-motion subset of Table 1 ). Metrics and conventions as in Table 1 ( 4DGT : reconstructor-independent dynamic-reconstruction cross-check, Appendix D ); all RL’d rows at ckpt-150, judged against the same backbone’s base. ‡ The VideoGPA row uses the standard VideoGPA recipe (the best-weight variant of Table 1 was generated only on the high-motion subset); on this unfiltered, low-motion-dominated subset its clean freeze sweeps both reconstructors. † marks methods whose Consistency win-rate falls below the 50% break-even against their own base: on this low-motion-dominated subset, their reconstruction and VideoReward advantages are bought by suppressing motion (motion scores 0.14 – 0.48 ), not by generating better video. Bold = best RL’d row per backbone block; shaded = ours.
Figure S1 : Motion preserved vs. frozen: the static-reward shortcut, one prompt per backbone. Top: Causal-Forcing (a WW3 battle); middle: Self-Forcing (a futuristic highway); bottom: LongLive (fish in a river). Three uniformly-spaced frames per method, all RL’d rows at ckpt-150; read each row across time. The static-3DGS baselines (VideoGPA, World-R1) are frozen—subjects hold the same pose from t=0 to t=1 —while the distilled bases move but deform, and Stream4D keeps the motion while holding object identity and scene structure. Table 1 quantifies motion preservation over the full prompt set.
Figure S2 : Object-identity under motion: the base breaks the object apart, the static-reward baselines freeze the scene, and only ours keeps a moving object intact.
Figure S3 : Consistency companion on Self-Forcing: an ancient-battlefield beast Red outlines mark failure frames and the coloured badge names each row’s behaviour. The failures are complementary: the base moves but morphs ; the static-reward baselines are either frozen . Stream4D stays coherent : one beast, one identity, approaching the camera.
Figure S4 : Consistency companion on LongLive: a planet descending over a city The base deforms into spreading debris/fire; VideoGPA’s explosion flickers in and out over an otherwise static scene; World-R1 is frozen . Stream4D keeps a coherent descending planet over a stable city.