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Lianghua Huang

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Preprint Jul 2026

Wan-Streamer v0.2: Higher Resolution, Same Latency

We present Wan-Streamer v0.2, a latency-preserving upgrade of the native-streaming, end-to-end audio-visual interaction model. v0.2 keeps the v0.1 modeling formulation, but raises the interactive output stream from 192x336 to 640x368 while preserving approximately 200 ms model-side signal-to-signal latency at 25 FPS. The higher-resolution stream supports scene-grounded mid-shot agents whose posture, gaze, hands, nearby objects, and local scene layout remain legible during real-time conversation. To support the larger visual stream without adding user-visible delay, v0.2 keeps the thinker as a single-GPU low-latency path for streaming perception, the short language/state Transformer pass that builds the generation cache, and final decoding. The performer becomes a multi-GPU Ulysses-style context-parallel group for the expensive next-unit latent generation. Each performer rank writes incoming K/V into a pre-sharded local cache. The long high-resolution latent video sequence is split across ranks for denoising and gathered through Ulysses communication, while the much shorter audio latent sequence is generated without sequence sharding. In this split, the thinker's language/state computation reaches the performer only as K/V conditioning, so no separate language sequence has to be communicated inside the performer group. This concentrates additional hardware on visual generation while preserving the compact thinker-performer boundary, keeping total remote interaction latency at approximately 550 ms when a 350 ms bidirectional network budget is included.

Lianghua Huang, Zhigang Wu, Yupeng Shi et al. · 2 citations
Preprint Aug 2026

ReWorld: An Interactive World Model with Long-Horizon Memory

An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: control wants a short horizon, memory wants an unbounded one. ReWorld separates the two during training and bounds them at inference. Mixed per-head attention windows confine most heads to the recent past while a small set of global heads attends over the entire history, and random head routing keeps either capability from binding to particular heads; random chunk dropping makes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a bounded KV cache backed by a pose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale, so the same key press moves the camera the same distance in every source, and palindrome trajectories supply the revisit evidence that memory training needs. Distribution-matching distillation confined to a LoRA adapter then compresses sampling to four steps: one backbone serves both a high-fidelity multi-step mode and a real-time interactive one, streaming 704x1280 video across photorealistic, game-style, and stylized worlds. Under a three-axis protocol covering action following, long-horizon recall, and video quality, against six recent interactive world models it attains the best control fidelity ($11.95^\circ$ rotation error and the best camera-motion consistency) and the best generation quality; and on minute-long out-and-back rollouts ($64$\,s, $384$ latents), its fixed 12-chunk cache still regenerates the starting view -- at rollout lengths where a sliding window has long evicted the evidence and full-KV attention runs out of memory.

Zhifei Chen, Luozhou Wang, Guibao Shen et al. · 0 citations