As video models enable longer and more realistic interactive experiences, maintaining a world consistent with its history becomes essential. This requires both preserving previously observed content and ensuring coherent world evolution over time. World memory is a critical capability to evaluate alongside visual fidelity and video duration. We introduce WorldMemBench, a benchmark for systematically evaluating world memory in video world models. Across 260 test cases, it assesses static memory through the retention of human identity and appearance, object appearance and geometry, and environmental content and geometry, and dynamic memory through event progression and state persistence. Using controlled camera departures and multi-revisit trajectories, the benchmark evaluates static content against fixed initial references and dynamic events against expected state transitions. It combines appearance and geometry metrics with event-specific assessments, and reports video quality and camera-following accuracy as complementary diagnostics. Evaluation of nine representative models shows that strong static retention does not imply reliable dynamic state evolution, while repeated revisits reveal memory degradation beyond the first return. Human studies support the alignment between our automatic evaluations and human judgments. WorldMemBench provides a systematic testbed for diagnosing memory failures and guiding the development of persistent, temporally coherent video worlds.
Figures & tables
Figure 1: Overview of WorldMemBench . Top: case coverage across humans, objects, environments, and dynamic events. Bottom left: controlled departure-and-revisit evaluation compares each return against a fixed initial reference. Bottom right: capability profiles of nine video world models.
Table 1: Comparison with world-model evaluation benchmarks. Input denotes model paradigm: C (camera-driven), W A S D A (action-driven), and T L (language-driven). Gray icons indicate unevaluated paradigms. ✓ : explicit coverage; △ : partial coverage; × : not reported.
Figure 2: Composition and diversity of WorldMemBench. (a) Case taxonomy, with Human, Object, Environment, and Dynamic categories in the inner ring and subcategories in the outer ring. (b) Case counts for static memory, dynamic memory, general video quality, and camera-following evaluation. (c) Representative cases showing target boxes and masks, scene depth, and event states before and after revisiting.
Figure 3: Evaluation camera trajectories in WorldMemBench . Translation preserves the initial viewing direction and completes a square loop ( green ), while Rotation keeps the camera position fixed and applies left–right yaw ( orange ) or up–down pitch ( blue ).
Metric
HY
Matrix
Matrix
SANA-WM
YUME
LingBot
LingBot
Evoke
DreamX
WorldPlay
Game-3
Game-3.5
World
World-v2
World
Video Quality
Imaging ↑
0.659
0.680
0.603
0.542
0.713
0.671
0.683
0.670
0.686
Aesthetic ↑
0.527
0.510
0.429
0.434
0.533
0.545
0.534
0.533
0.537
Static Memory
Human ID ↑
0.828
0.483
0.019
0.134
0.298
0.393
0.534
0.550
0.286
Table 2: Quantitative comparison of video world models on WorldMemBench. ↑ / ↓ indicate higher / lower is better. The best and second-best results for each metric are shown in bold and underlined , respectively. App., Env., Recon., Trans., Rot., Prog., Persist., and Phys. denote Appearance, Environment, Reconstruction, Translation, Rotation, Progress, Persistence, and Physics, respectively.
Figure 4: Qualitative comparison of video world models on an environment case.
Figure 5: Per-model changes of nine models across the three revisits of LRLRLR, four metrics per row. ↑ / ↓ indicate higher/lower is better; all panels keep each metric’s original value direction.
Config
Human
Object
Environment
Dynamic Memory
Inference Speed
ID ↑
App. ↑
App. ↑
Geometry ↑
Visible ↑
Depth ↑
Recon. ↑
Return ↑
Persist. ↑
Final ↑
Causal ↑
Latency (s) ↓
Speedup ↑
FullKV
0.534
0.645
0.564
0.506
0.694
0.517
0.253
0.667
0.733
0.592
0.792
322.16
1.00 ×
FoV
0.547
0.663
0.531
0.485
0.687
0.550
0.287
0.725
0.792
0.675
0.800
262.69
1.23 ×
Sliding Windows
0.392
0.540
0.426
0.392
0.610
0.501
0.235
0.667
0.717
0.600
0.775
260.42
1.24 ×
Table 3: Controlled comparison of context-access policies on LingBot World v2. Best and second-best results are bold and underlined .
Appendix figures & tables15 assets
Supplementary material from the paper’s appendix.
Appendix
Model
Resolution
FPS
Frames / Duration
Seed
Sampling
Inference Setting
HY-WorldPlay
848×480
24
493 / 20.5 s
1
4-step AR
Built-in
Matrix-Game 3
1280×704
17
497 / 29.2 s
42
3-step AR × 12
Built-in
Matrix-Game 3.5
1280×704
16
505 / 31.6 s
3407
3-step, six-block
Built-in
SANA-WM
1280×704
16
481 / 30.1 s
42
4-step self-forcing
FullKV
YUME
1280×704
16
493–551 / 30.8–34.4 s
43
4-step Euler
Built-in
LingBot World
832×464
16
493 / 30.8 s
1
causal AR
FullKV
Appendix
Table 4: Video specifications and sampling configurations of the formal inference artifacts. Resolution and FPS are the models’ native outputs; Frames / Duration reports the actual frame count of each output video together with its duration; Seed and Sampling give the sampling configuration of formal inference; Inference Setting only distinguishes explicit FullKV from the models’ built-in memory modes.
Model
Started
Start rate (%)
Gated Overall
Conditional
HY-WorldPlay
19/60
31.7
0.294
0.928
Matrix-Game 3
3/60
5.0
0.046
0.917
Matrix-Game 3.5
23/60
38.3
0.240
0.625
SANA-WM
35/60
58.3
0.415
0.711
YUME
54/60
90.0
0.775
0.861
LingBot World
56/60
93.3
0.808
0.866
Appendix
Table 5: Dynamic Memory decomposition from the frozen 60-case evaluation. Started is the number of judge-positive event-start decisions. Conditional averages only the Started subset.
Figure 6: Qualitative comparison of video world models on a human case.
Figure 7: Qualitative comparison of video world models on an object case.
Metric
Agree/Decisive
Tie/Split
Agreement (%)
Spearman ρ
Human Identity
65/76
1/7
85.5
0.929
Human Appearance
71/80
2/2
88.8
0.952
Object Geometry
62/79
0/5
78.5
0.606
Object Appearance
67/80
2/2
83.8
0.699
Environment Visible
74/80
1/3
92.5
0.988
Environment Depth
63/77
4/3
81.8
0.301
Appendix
Table 6: Agreement between automatic Static Memory metrics and blinded human A/B preferences. Pairwise Agreement measures the per-pair directional consistency between an automatic metric and the human majority vote; model-level Spearman ρ is computed over the human and automatic win rates of the eight models.
Figure 8: Blinded A/B preference annotation interface for Static Memory.
Task
Checklist Items
Judgements
Spearman ρ↑
PLCC ↑
Return Progress
100
300
0.684
0.683
Persistence / Reset
100
300
0.582
0.612
Final State
100
300
0.624
0.641
Causal / Physics
100
300
0.401
0.491
Overall
400
1200
0.732
0.808
Appendix
Table 7: Human alignment of the Dynamic Memory checklist evaluation. The per-item majority vote of three annotators forms the human reference labels; Spearman ρ and PLCC are computed over the checklist satisfaction scores of the 50 instances.
Figure 9: Event-gated checklist annotation interface for Dynamic Memory.
Metric
HY-WorldPlay
Matrix-Game 3
Matrix-Game 3.5
SANA-WM
YUME
LingBot World
LingBot World v2
Evoke
DreamX World
(a) LRLR
Imaging ↑
0.668
0.686
0.613
0.554
0.712
0.677
0.698
0.673
0.683
Aesthetic ↑
0.538
0.522
0.446
0.451
0.539
0.556
0.553
0.541
0.530
Human ID ↑
0.863
0.577
0.015
0.150
0.295
0.389
0.559
0.546
0.267
Human App. ↑
0.889
0.597
0.041
0.282
0.529
0.643
0.702
0.783
0.522
Object App. ↑
0.925
0.647
0.510
0.311
0.498
0.442
0.626
0.744
0.486
Appendix
Table 8: Per-model results on the three formal Rotation trajectories. Best and second-best results within each trajectory are bold and underlined.
Metric
LRLR
LRUD
Δaxis
R1
R2
d
R1
R2
d
Human ID ↑
0.490
0.324
0.166
0.435
0.249
0.186
+0.020
Human App. ↑
0.623
0.486
0.137
0.556
0.371
0.185
+0.049
Object App. ↑
0.657
0.496
0.162
0.634
0.345
0.288
+0.127
Object Geometry ↑
0.588
0.457
0.132
0.547
0.296
0.251
+0.120
Env. Visible ↑
0.781
0.655
0.126
0.770
0.492
0.278
+0.152
Appendix
Table 9: Nine-model mean Static Memory scores at the two revisits of LRLR and LRUD. d=R1−R2 and Δaxis=dLRUD−dLRLR ; positive Δaxis indicates greater degradation after switching from yaw to pitch.
Metric
Slot
HY
Matrix
Matrix
SANA-WM
YUME
LingBot
LingBot
Evoke
DreamX
Mean
WorldPlay
Game-3
Game-3.5
World
World-v2
World
(a) LRLR: two yaw revisits
Human ID ↑
R1
0.873
0.738
0.030
0.229
0.431
0.517
0.663
0.579
0.349
0.490
R2
0.853
0.416
0.000
0.072
0.159
0.261
0.456
0.514
0.186
0.324
Human App. ↑
R1
0.894
0.719
0.076
0.395
0.620
0.734
0.785
0.799
0.582
0.623
R2
0.884
0.476
0.006
0.168
0.438
0.553
0.618
0.767
0.463
0.486
Appendix
Table 10: Full per-model LRLR–LRUD cross-axis comparison. Panels (a) and (b) report the two revisit scores; panel (c) reports Δaxis . All memory metrics are higher-is-better.
Tracking support (%)
Environment pose (%)
Q30 paired cases
Model
H.ID
H.App.
Object
D
R30
Nmulti
Ncross
HY-WorldPlay
80.8
58.6
65.2
99.2
99.4
68
67
Matrix-Game 3
56.7
45.1
31.7
99.4
91.2
69
25
Matrix-Game 3.5
3.5
6.9
61.2
100.0
91.0
62
47
SANA-WM
26.6
34.7
43.9
99.6
80.8
54
25
YUME
30.0
19.5
22.0
92.9
94.5
52
41
Appendix
Table 11: Tracking-supported target revisits and pose-qualified Environment returns. Entity columns are percentages averaged over targets, prescribed revisits, and videos; Object uses the shared appearance/geometry tracking evidence. Environment percentages use 490 slots per model. D : departure ≥30∘ ; R30 : return error ≤30∘ ; Q30 : departure ≥30∘ and return error ≤30∘ . The last columns count retained Environment model–case units for multi-revisit ( Nmulti ) and cross-axis ( Ncross ) comparisons.
Metric
N
M
All cases
Qualified
Positive
Criterion
(a) Multi-revisit decrease: R1−R3
Human Identity
125
8
0.237
0.110
8/8
Tracking
Human Appearance
93
7
0.162
0.058
5/7
Tracking
Object Appearance
155
9
0.229
0.158
9/9
Tracking
Object Geometry
155
9
0.205
0.101
9/9
Tracking
Environment Visible
431
9
0.161
0.152
9/9
Pose 30∘
Appendix
Table 12: Paired revisit diagnostics. N counts retained model–case units (a cross-axis unit contains two videos); M counts contributing models. All cases uses the same M models as Qualified, without case filtering. Positive reports the number of models with a positive conditional effect. Tracking requires support for every target at every compared revisit; Pose uses the 30∘ criterion. Values are descriptive means, not significance tests or conditional model rankings.
Multi-revisit decrease
Cross-axis excess degradation
Tolerance
N/M
Vis.
Dep.
Rec.
N/M
Vis.
Dep.
Rec.
5∘
195/8
0.092
0.057
0.116
30/4
0.094
0.158
0.050
15∘
345/8
0.116
0.085
0.141
134/7
0.090
0.010
0.029
30∘
431/9
0.152
0.135
0.139
281/9
0.128
0.076
0.056
Appendix
Table 13: Environment return-tolerance sensitivity, always requiring departure ≥30∘ and fixed cases across compared revisits. N/M denotes retained model–case units / contributing models. Vis., Dep., and Rec. denote Visible, Depth, and Reconstruction. The retained case and model sets change with the tolerance.
Figure 10: World memory under different context-access policies in LingBot World v2. The examples depict (a) slicing a pepper, (b) performing a deadlift, and (c) erasing a drawing. Within each example, rows show Sliding Windows, FoV, and FullKV from top to bottom. Columns present selected frames along the prescribed LR-Hold trajectory, spanning the initial observation, departure, and revisit. Camera phases and frame indices are indicated above.
World Model Evaluation measures whether learned simulators predict consistent, physically plausible, action-responsive futures that help agents plan and act.