# Waypoint-1.5: A Real-Time Video World Model for Consumer Hardware

arXiv: https://arxiv.org/abs/2609.37107 · HTML: https://mlsanity.com/paper/2609.37107/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Video-generation world models and simulators, one of 11 directions in World models.
- Builds on 11 of its 24 references that are in the map.
- First posted on arXiv 29 Sep 2026.

## Placed in

- World models / [Video-generation world models and simulators](https://mlsanity.com/wm/video-generation-world-models-and-simulators/)

## Builds on (most cited first, 11 of 11)

- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [LTX-Video: Realtime Video Latent Diffusion](https://mlsanity.com/paper/2501.00103/) (2024)
- [Cosmos 3: Omnimodal World Models for Physical AI](https://mlsanity.com/paper/2606.02800/) (2026)
- [Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition](https://mlsanity.com/paper/2506.17201/) (2025)
- [NorMuon: Making Muon more efficient and scalable](https://mlsanity.com/paper/2510.05491/) (2025)
- [SANA-WM: Efficient Minute-Scale World Modeling with Hybrid Linear Diffusion Transformer](https://mlsanity.com/paper/2605.15178/) (2026)
- [Solaris: Building a Multiplayer Video World Model in Minecraft](https://mlsanity.com/paper/2602.22208/) (2026)
- [DreamX-World 1.0: A General-Purpose Interactive World Model](https://mlsanity.com/paper/2606.16993/) (2026)
- [SenseFlow: Scaling Distribution Matching for Flow-based Text-to-Image Distillation](https://mlsanity.com/paper/2506.00523/) (2025)
- [Kairos: A Regret-Aware Native World-Action Model Stack for Physical AI](https://mlsanity.com/paper/2606.16533/) (2026)
- [COMBAT: Conditional World Models for Behavioral Agent Training](https://mlsanity.com/paper/2603.00825/) (2026)

## Abstract (arXiv)

We present Waypoint 1.5, a real-time diffusion world model for interactive video generation on consumer-grade hardware. Unlike general video diffusion models, interactive world models (iWMs) must respond to dense user controls under strict latency and throughput constraints. Waypoint 1.5 is pre-trained on 100,000 hours of diverse, control-aligned video game data across hundreds of games, and generates playable video conditioned on full keyboard and mouse input. The model includes two resolution variants that run across a wide spectrum of consumer hardware. To characterize this unique setting, we distinguish rendered FPS, latent FPS, and control rate. We describe the data pipeline, architecture, training methodology, and runtime system behind Waypoint 1.5. We evaluate interactivity through latency and throughput. Finally, we discuss the safety and ethics considerations unique to iWMs.
