Matrix-Game 4.0
Scene-specialized causal video renderers for Medieval Castle, Ancient Egypt, and City Racing. An executable game determines gameplay, physics and input, while the model re-renders clean low-poly RGB. HUD and sound remain separate, frame-aligned presentation layers.
Contents
| Path | Contents |
|---|---|
config.json |
Release version, architecture, upstream revision and scene file index |
fps-castle/ |
Castle checkpoint, sink image and inference configuration |
fps-egypt/ |
Ancient Egypt checkpoint, sink image and inference configuration |
driving_game/ |
Racing checkpoint, sink image and inference configuration |
base/ |
Full streaming TAEHV codec |
game/assets/ |
Shooter geometry, character data, catalogs and combat sounds |
racing/assets/ |
City map, routes, captions, vehicle audio and audio credits |
releases/ |
Exact resource paths, byte lengths and SHA256 manifests |
Each scene checkpoint has 5,001,016,512 BF16 parameters. The weights require the Matrix-Game 4.0 inference source; they are not drop-in Diffusers pipelines. Training code and training data are not included. Shared encoders/codecs are installed once for all scenes. See game asset details.
Download and Layout
Use the source release's manifest downloader with a pinned Hub commit revision
and --repo-id Skywork/Matrix-Game-4.0 --repo-type model for both model and
game-asset manifests. See releases/README.md in the source repository for exact
commands. A scene selection downloads that scene plus its shared dependencies.
The shared root config.json is installed as resources/release-config.json
and verified by the model manifest. It describes this release; it is not a
Diffusers/Transformers pipeline configuration or the optional DiT
resources/base/config.json. Game-asset-only downloads do not fetch it.
The T5 encoder, tokenizer and Wan2.2 VAE are fetched directly from the official base-model repository. The manifest pins that revision and verifies every file's SHA256; no manual base-model download is needed. These shared files are not duplicated here.
The downloader maps Hub scene folders to the runtime paths
resources/models/castle/, resources/models/ancient-egypt/ and
resources/models/racing/. Do not infer the local directory layout from the
Hub folder names alone. The repo_path field in releases/models.json describes
this mapping. Both length and SHA256 are checked before a file is installed.
Inference Contract
- Output resolution: 480x864 RGB. One latent chunk corresponds to four RGB frames after startup; the startup chunk contains one RGB frame.
- Castle/Egypt use an independent identity sink with fixed-relative RoPE. Racing uses the supplied image as output frame zero and an absolute-position sink. These policies are not interchangeable.
- Quality preset: Wan VAE encoding/decoding, two denoising steps (1000, 500), native DiT. Realtime preset: TAEHV encoding/decoding, one step (1000), optimized single-GPU DiT and CUDA graphs.
- CFG is 1 and the scheduler shift is 5. The attention cache contains 21 latent frames including the sink. Racing skips denoising on its supplied first frame.
- Shooter captions are fixed. Racing supports fixed or per-chunk dynamic engine captions. Clean RGB, not the HUD or keyboard overlay, is the model input.
Use base/taew2_2.pth for the full streaming fast codec; a standalone decoder
file is not a replacement for its encoder. Use the exact shared files in the
manifest, not an arbitrary upstream version or Wan2.1's 16-channel VAE.
Limitations
The models are specialized to the supplied low-poly scenes and camera profiles. Unseen geometry, rapid camera motion, occlusion and long sessions can cause appearance drift or geometry errors. Neural output does not change collision or gameplay. One-step/TAEHV and two-step/Wan have different quality and cost. There is no guaranteed frame rate, consumer-GPU memory fit, or exact scene reconstruction. This model card does not claim a performance benchmark.
License and Attribution
Project scene weights, sink images and game assets: Apache-2.0, Skywork AI.
The shared Wan/umT5 resources retain their upstream Apache-2.0 terms:
Wan2.2-Fun-5B-Control,
umT5.
TAEHV is by Ollin Boer Bohan under MIT; see licenses/TAEHV-LICENSE and its
upstream repository.
Racing audio includes CC0 and CC BY 3.0 material; retain
racing/assets/audio/CREDITS.md. See THIRD_PARTY_NOTICES.md for code dependencies.
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Model tree for Skywork/Matrix-Game-4.0
Base model
Wan-AI/Wan2.2-TI2V-5B