Matrix-Game 4.0: Harnessing Video Models for Real-Time Playable Game Worlds
Organizations: SkyworkAI · The Chinese University of Hong Kong · UC San Diego · University of Science and Technology of China ·
Abstract
Moving from controllable videos to genuinely playable worlds requires persistent world state, executable game rules, and low-latency interaction. We outline a roadmap for the next generation of Matrix-Game that separates game execution from visual generation through an executable game harness, and introduce Matrix-Game 4.0 as the first system built on this design. A lightweight game engine maintains world state and executes interaction rules, a multimodal coding agent translates player ideas into game code and dynamic scene captions, and a renderer based on autoregressive video model transforms engine-rendered low-poly proxies into detailed visuals, conditioned on dynamic captions and memory references. This framework provides continuous guidance for visual generation and enables natural-language creation and modification of scenes and gameplay. Our renderer is trained on aligned low-poly and high-fidelity video pairs and distilled into a causal generator that generates in four-frame chunks with one or two denoising steps. Together with targeted inference optimizations, Matrix-Game 4.0 enables 480p, 60 FPS gameplay on a single NVIDIA RTX5090 with a key-press-to-display latency of 112ms. Single-step generation achieves 83FPS steady-state throughput with 18.2GiB of peak GPU memory usage. With fixed prompts, steady-state throughput also reaches 67FPS on an RTX5080 and 58FPS on an RTX5070Ti. We demonstrate customizable shooter and driving games with engine-enforced mechanics, and release code, model weights, and low-poly game assets to support research and creation of playable game worlds.
Figures & tables
| Scene | Game | Train clips | Hours | FPS | Held-out |
|---|---|---|---|---|---|
| Medieval castle | Third-person shooter | 17,848 | 290 | 24 | 3 sessions, 683 clips |
| Ancient Egypt desert | Third-person shooter | 40,296 | 643 | 24 | 3 sessions, 617 clips |
| Desert canyon air combat | Flight combat | 28,720 | 467 | 24 | whole capture batches |
| CitySample megacity | Driving | 27,470 | 312 | 17 | 3 sessions |
| Total | 114,334 | 1,712 |
| Configuration | FPS | Latency (ms) | Speedup |
|---|---|---|---|
| Causal Wan2.2 DiT, 4 steps, full Wan VAE | 4.5 | 1110 | – |
| + tiny VAE (TAEHV) | 6.5 | 867 | 1.4 |
| + RoPE kernel, cached text KV | 15.4 | 551 | 2.4 |
| + 8-bit weights + CUDA Graph | 24.2 | 466 | 1.6 |
| + 1-step distillation | 51.2 | 376 | 2.1 |
| + asynchronous I/O pipeline | 57.7 | 367 | 1.1 |
| System | Latency | Resolution | Compute | Open release |
|---|---|---|---|---|
| Code World Model (streaming) Chen et al. (2026) ; Liao and Liu (2026) | 10.2 s | 1344 768 | 1 H200 141 GB; peak memory 108–123 GB, does not fit on 80 GB cards | Code and LoRA weights; 40 example proxies, proxy generator not released |
| StreamRender-H3 Lu et al. (2026) | 517 ms | 1344 768 | 8 GB200 with context parallelism | Code, weights, and the racing engine with its track and car assets |
| AgentGarten Chi et al. (2026) | 878 ms | 832 480 | 1 H100 80 GB (data-center GPU) | Renderer code and weights; real-time engine and code worlds not released |
| Magpie Zhan et al. (2026) | 1.55 s | 1280 768 | 1 H100 80 GB (data-center GPU), peak memory about 34 GB | Lite dataset of render and white-box videos; code and weights not released |
| Matrix-Game 4.0 | 112 ms | 864 480 | 1 RTX 5090 , a single consumer GPU with 32 GB memory | Code and weights, released at launch |
Real-Time Interactive Video Generation
Real-Time Interactive Video Generation creates low-latency video streams that respond continuously to user actions, camera motion, text, or audio.
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