Scalable Generative Game Engine: Breaking the Resolution Wall via Hardware-Algorithm Co-Design
On the map: World models → Video-generation world models and simulators
Abstract (arXiv)
Real-time generative game engines represent a paradigm shift in interactive simulation, promising to replace traditional graphics pipelines with neural world models. However, existing approaches are fundamentally constrained by the ``Memory Wall,'' restricting practical deployments to low resolutions (e.g., 64 × 64). This paper bridges the gap between generative models and high-resolution neural simulations by introducing a scalable textitHardware-Algorithm Co-Design framework. We identify that high-resolution generation suffers from a critical resource mismatch: the World Model is compute-bound while the Decoder is memory-bound. To address this, we propose a heterogeneous architecture that intelligently decouples these components across a cluster of AI accelerators. Our system features three core innovations: (1) an asymmetric resource allocation strategy that optimizes throughput under sequence parallelism constraints; (2) a memory-centric operator fusion scheme that minimizes off-chip bandwidth usage; and (3) a manifold-aware latent extrapolation mechanism that exploits temporal redundancy to mask latency. We validate our approach on a cluster of programmable AI accelerators, enabling real-time generation at 720 × 480 resolution -- a 50× increase in pixel throughput over prior baselines. Evaluated on both continuous 3D racing and discrete 2D platformer benchmarks, our system delivers fluid 26.4 FPS and 48.3 FPS respectively, with an amortized effective latency of 2.7 ms. This work demonstrates that resolving the ``Memory Wall'' via architectural co-design is not merely an optimization, but a prerequisite for enabling high-fidelity, responsive neural gameplay.
Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Placed in Video-generation world models and simulators, one of 11 directions in World models. Builds on 30 of its 41 references that are in the map. First posted on arXiv 31 Jan 2026.
Builds on
30 of 41 references.
Closest ancestors · 4
Same direction, newest first
- 2024WorldSimBench: Towards Video Generation Models as World Simulators23 Oct
- 2024Diffusion Models Are Real-Time Game Engines27 Aug
- 2024CogVideoX: Text-to-Video Diffusion Models with An Expert Transformer12 Aug
- 2022Scalable Diffusion Models with Transformers19 Dec
Other references · 26
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- 2023Align your Latents: High-Resolution Video Synthesis with Latent Diffusion Modelscited by 1,465
- 2018World Modelscited by 1,444
- 2023Mastering Diverse Domains through World Modelscited by 1,193
- 2022Token Merging: Your ViT But Fastercited by 995
- 2023DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creationcited by 837
14 more
- 2017In-Datacenter Performance Analysis of a Tensor Processing Unitcited by 610
- 2017Ray: A Distributed Framework for Emerging AI Applicationscited by 516
- 2023DeepCache: Accelerating Diffusion Models for Freecited by 346
- 2022Transformers are Sample-Efficient World Modelscited by 317
- 2024Diffusion for World Modeling: Visual Details Matter in Ataricited by 285
- 2024Timestep Embedding Tells: It's Time to Cache for Video Diffusion Modelcited by 245
- 2023DeepSpeed Ulysses: System Optimizations for Enabling Training of Extreme Long Sequence Transformer Modelscited by 239
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- 2024DistriFusion: Distributed Parallel Inference for High-Resolution Diffusion Modelscited by 98
- 2024AI and Memory Wallcited by 89
- 2024The Matrix: Infinite-Horizon World Generation with Real-Time Moving Controlcited by 79
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Built on by
Citing papers per year: 2026: 1.
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