Game-Driven Temporal Coherence for Live AI Video

Game-Driven Temporal Coherence for Live AI Video

Game-Driven Temporal Coherence for Live AI Video

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AI video is beautiful, but it's fundamentally broken for games.

Current real-time AI "hallucinates" movement. This leads to temporal instability, where textures and geometry shift every frame, destroying player immersion.

Default (Bad) Temporal Cohesion:

Traditional AAA art pipelines cost hundreds of millions for static, unchangeable fixed worlds.

The Solution is NeuralArchitect!

I'm not filtering video, I am neural-rendering reality. Moving from Generative Video (stateless memory) to Neural World State (stateful memory). I'm currently using engine-native data (Unity) to anchor the AI in 3D space, ensuring that what you see is mathematically tied to where you are.

1. Motion Vector Injection:

  • I feed the Unity Velocity Buffer into the latent space. I warp the background latents before the next generation step, creating a 1:1 motion-to-pixel lock
  • Rock-solid camera rotation and movement. The AI "refines" the warped frame rather than inventing a new one.

2. Spatial Latent Caching:

  • A doorway should stay a doorway when you turn around.
  • Using Grid-Based Neural Save-Files will cache the latent state of the room at specific world coordinate. When they return I re-inject those exact latents.
  • The "Neural Prefab": Environments aren't stored as meshes/textures, but as Spatial Latent Anchors and SDFs (Signed Distance Fields).

3. Optimization:

  • Tiled "Dirty Rect" Processing
  • By sending "dirty" tiles (areas with movement) to the AI server. Static skyboxes and distant buildings are "frozen" in latent space.
  • Attention Masking: Using saliency maps to tell the U-Net: "Focus your computational budget on the character's face/hands and be 'lazy' with the bricks in the background."
  • Zero-Latency Identity Locking: Shifting the burden from 'Full Generation' to 'Predictive Warping'.

Scope Integration

Simple platformer to test controller and keyboard and mouse support

Scope Test with controller and KBM support

The Future:  Prompt-to-Play

My vision is that designers build the "rules" (collisions/NavMesh/etc.) and the AI builds the "reality."

  • Infinite Variety: One level layout can become a Cyberpunk Lab, a Fantasy Forest, or a Gothic Dungeon instantly via "Semantic Prompt Zones".
  • NeuralArchitect makes the concept of 'Art Assets' obsolete. The only limit is the prompt."

NeuralArchitect doesn't just make games look better; it makes the concept of 'Art Assets' obsolete. I am building the world's first engine where the only limit is the prompt.


Final result coming soon, it's still in development.