Video reward models are trained and evaluated on human preferences between videos that often differ simultaneously on properties such as prompt alignment, visual fidelity, motion, and generator identity. As a result, aggregate accuracy does not reveal which video properties a reward model can reliably distinguish. We construct preference pairs by controlled interventions that change one property of a generated video while holding the rest fixed. The resulting pairs, by construction, provide preferences for how the videos differ along a specific dimension, without requiring any human annotation. We propose IsoVRBench, a video generation reward modeling benchmark of 8,000 such pairs across eight interventions, and show that state-of-the-art models separate broad quality differences between generators but miss important features such as temporal order. The best reward model reaches only 60.8% on reordered frames against 100% for humans, and rankings on existing benchmarks do not predict this failure. Using the synthetic isolated intervation pairs as training data leads to 1) IsoVRM, a reward model outperforming its counterpart trained with a larger human labeled preference dataset by 3.8 points on VBench-2.0, 2) IsoWan, the video generator post-trained with IsoVRM, outperforming its human-data counterpart in human preferences, and 3) gains that stack when combined with human data. Because intervention pairs are automatically generated rather than collected, the benchmark and training data can be easily extended as generators evolve.
Figures & tables
Figure 1: Controlled intervention data generation procedure. A prompt is rendered once to create an anchor video. A controlled intervention (e.g., shuffling segments of a video) automatically produces a modified counterpart with a predetermined preference label. The resulting pairs serve reward model evaluation ( IsoVRBench ), reward model training, and video generator post-training.
Table 1: Interventions in IsoVRBench , with their descriptions and evaluation dimensions. IsoVRBench draws 1,000 pairs from each intervention, resulting in 8,000 total samples.
Figure 2: IsoVRBench interventions on a representative prompt. The top row is the anchor prompt and every row below is a corresponding clip generated from each intervention. See Table 1 for intervention descriptions.
Table 2: Per-intervention accuracy (%) on IsoVRBench , sorted in descending order by average performance. Ties are counted as incorrect; LiFT, VideoScore2, and VisionReward tie on 61% , 27% , and 21% of pairs, and PickScore and VideoReward rarely tie (Appendix D ). Both UnifiedReward models also return no judgment on 78 pairs, which count as wrong. Accuracy over decided pairs, those on which a model prefers one side, is in Appendix A .
Figure 3: Accuracy on each published benchmark against IsoVRBench accuracy. Each reward model is a dot, and each horizontal axis uses the benchmark’s reported metric. Blue is above chance on , red is below, and the dashed line is at chance. ρ is the Spearman rank correlation down each panel, and none differs from zero under an exact permutation test. Details in Appendix N .
Figure 4: Accuracy (%) against the frame count on two interventions that reuse the anchor’s frames. Absent points mark frame counts a model cannot be scored at (Appendix L ). Seven of the eleven sit at or below chance at every frame count on at least one of the two interventions, and VisionReward falls on as it is given more frames.
Table 7
Appendix figures & tables16 assets
Supplementary material from the paper’s appendix.
Appendix
Table 5: Accuracy over decided pairs only, with the share of pairs on which each model expressed no preference. Compare Table 2 , which counts those pairs as wrong.
Figure 5: Accuracy on decided pairs against the number of denoising steps on Reduced Steps, with prompt, seed, anchor and every other sampling parameter held fixed. Eight of the nine models gain as the budget falls from 16 to 8 denoising steps, by 7.4 to 14.2 points. PickScore, in red, gains least. LiFT, dashed, falls by 5.8 . Tie rates are in Table 5 .
Table 6: Frames sampled per clip against accuracy on the two interventions that reuse the anchor’s frames. Clips are 81 frames at 16 fps. Underlined entries fall below chance. Frame count orders neither column. Accuracies count a tie as wrong, as in Table 2 , and so run lower than in Table 14 , which drops ties as VideoGen-RewardBench does.
Setting
Value
Backbone
Qwen2-VL-2B-Instruct
Initialization
VideoReward, or the bare backbone
Reward head
scalar, read at three per-dimension marker tokens
Objective
Bradley-Terry with ties
LoRA
rank 64 , α128 , dropout 0.05
LoRA exclusions
lm_head, rm_head, embed_tokens, visual
Appendix
Table 7: Training configuration for both released reward models.
Table 8: The two released reward models on IsoVRBench , ties counted as wrong, with VideoReward from Table 2 for reference.
Benchmark
Generators
Generator identity
VideoReward
LiFT
VideoGen-RewardBench
12
77.4
73.2
56.8
GenAI-Bench
10
74.1
69.9
50.7
VBench-2.0
4
78.2
50.6
58.9
Appendix
Table 9: Accuracy (%) of predicting each benchmark’s human preference from the identities of the two generators alone, by five-fold cross-validation, next to the reward models with the highest and lowest average on IsoVRBench . Chance is 50 . Every column uses the pairs of Table 14 , which for VBench-2.0 are the 2,494 decided pairs of its four dimensions.
Generator
In VideoReward’s
VBench-2.0
VideoReward
IsoVRM -VR
training data
people
win
Δ
win
Δ
Kling
59.3 / 80.9
64.6
70.9
+6.3
81.2
+16.6
Sora
absent
61.9
47.9
−14.0
70.2
+8.3
HunyuanVideo
absent
47.6
41.1
−6.5
42.9
−4.7
CogVideo
44.8
28.1
40.9
+12.8
9.7
−18.4
Appendix
Table 10: Percentage of its comparisons each generator wins, by human count and as each model’s scores imply, with each model’s deviation from the human value. The first column is that generator’s standing in VideoGen-RewardBench, the data VideoReward was trained on. Kling has two entries in VideoGen-RewardBench and VBench-2.0 uses a third version, so its training-set entry is the least certain of the four.
Table 11: Mean accuracy over the three generator-substitution interventions, which carry an overall label because a weaker generator degrades every dimension at once, against accuracy on . Underlined entries are below chance. LiFT is the only model to hold its rank, at the bottom of both.
Design property
IsoVRBench
TemporalBench
TempCompass
Original target
Video-generation reward models
Video text-generation and embedding models
Video and image language models
What the model ranks
One prompt, rank two videos
One video, rank binary captions
One video, rank two captions
What changes
One named video property
A caption detail
The candidate caption
Human role
Validate each intervention, with no per-item label
Write and refine positive captions, then review generated negatives
Annotate video metadata, then review generated instructions
Frame-order isolation
Same prompt and frames, reordered
None, since the evaluated video is fixed
None, since the evaluated video is fixed
Appendix
Table 12: Differences among the benchmark designs. The TemporalBench and TempCompass columns describe the settings evaluated here.
Model
TemporalBench
TempCompass
VideoReward
21.3
69.5
UnifiedReward-Flex-9B
13.3
63.3
PickScore
13.5
61.0
UnifiedReward-2.0-8B
20.9
68.3
VideoScore v1
7.0
40.1
VideoScore v1.1
6.9
43.0
Appendix
Table 13: Accuracy on the caption-ranking settings of TemporalBench and TempCompass. All values are percentages. Bold marks the best result in each column.
Published Benchmarks
IsoVRBench
Model
VideoGen-RewardBench
GenAI-Bench
VBench-2.0
TemporalBench
TempCompass
Temporal Shuffle
Frame Hold
UnifiedReward-2.0-8B
77.5
80.5
63.3
20.9
68.3
53.1
54.6
UnifiedReward-Flex-9B
74.5
80.8
63.4
13.3
63.3
48.5
51.8
VideoReward
73.2
69.9
50.6
21.3
69.5
61.0
71.9
VisionReward
69.0
73.8
63.3
2.7
47.4
47.4
56.9
VideoScore2
67.7
68.5
53.5
12.2
57.1
54.0
54.3
Appendix
Table 14: Accuracy on five published benchmarks against accuracy on the two IsoVRBench interventions that reuse the anchor’s frames. All columns use each benchmark’s reported metric, and the IsoVRBench columns use the decided-item protocol of Table 5 . Underlined entries fall below the corresponding random baseline. The last two rows give the Spearman rank correlation down each benchmark’s column. Bold marks the best model in each published-benchmark column.
Table 15: Spearman rank correlation between accuracy on each published benchmark and accuracy on each IsoVRBench intervention, over the 9 reward models common to all columns. Each benchmark uses its reported metric. Bold marks a correlation an exact permutation test separates from zero at p<0.05 . VBench-2.0 correlates negatively with Frame Hold, at −0.61 and −0.80 without LiFT, and TemporalBench’s largest correlation is +0.67 , with Attribute Edit.
Figure 6: Interventions ordered by median reward-model accuracy. Each bar spans the nine reward models from worst to best, the dot marks their median, blue above chance and red below, and the diamond marks human agreement on the same 45 pairs per intervention, scored the same way, which stays between 84 and 100 . On the two frame-reuse interventions the median model reaches 39.8 and 47.7 , against 93 and 100 for people. People score above the best reward model on every intervention, by more than the error of the 45 rated pairs on all but ( 84 against 80.5 ) and ( 98 against 89.6 ).
Preferred generator
Win Rate
Decisions
Agreement
κ
IsoVRM -Q2 over VideoReward
56.2
240
63.3
0.26
IsoVRM -VR over VideoReward
57.1
240
59.2
0.17
IsoVRM -Q2 over IsoVRM -VR
54.6
240
55.8
0.11
Appendix
Table 16: Blinded human preference comparisons on 80 prompts. Win rate pools the three annotation passes. Agreement is the mean exact agreement over the three pairs of passes on the same comparison, and the final column gives Fleiss’ κ across the three passes.
Cyclic Prompts
Prompts
Cyclic (%)
Pass 1
1
80
1.2
Pass 2
4
80
5.0
Pass 3
0
80
0.0
All passes
5
240
2.1
Majority of passes
2
80
2.5
Appendix
Table 17: Transitivity of the human comparisons. A prompt is cyclic for a pass when its three pairwise choices there form a cycle, such as IsoVRM -Q2 over IsoVRM -VR, IsoVRM -VR over VideoReward, and VideoReward over IsoVRM -Q2. Random choices would give a cycle on 25% of prompts. The last row applies the majority of the three passes to each comparison.
Dimension
Videos
Pretrained
VideoReward
IsoVRM -Q2
IsoVRM -VR
Camera_Motion
108
15.7
7.4
16.7
10.2
Complex_Landscape
30
14.7
16.7
14.7
16.0
Complex_Plot
61
13.5
14.5
11.7
11.1
Composition
53
49.1
47.2
43.0
48.2
Diversity
10
47.6
64.3
60.9
81.0
Dynamic_Attribute
94
12.8
11.7
7.4
8.5
Appendix
Table 18: Every VBench-2.0 dimension for the four generators, in percent. Videos is the count each is scored on, held equal across all four dimension by dimension. Bold marks the best in a row. Against the VideoReward-supervised run, the IsoVRM -VR run leads on 11 dimensions and trails on 6; the median difference is +0.8 and a bootstrap over dimensions puts the mean difference in [−1.9,+7.8] .
Ant Group, Beijing, China · Beijing Film Academy, Beijing, China · State Key Laboratory of General Artificial Intelligence, Beijing Institute for General Artificial Intelligence (BIGAI), Beijing, China