Decart
Designing real-time world models that run instantly, continuously, and efficiently
Very long, interview style video. No hook and storyline.
About
Real-time world models is a phrase that does a lot of heavy lifting. I'll believe the 'continuously' part when someone leaves a demo running for 8 hours without it melting into vaseline.
The launch graphic has way too much going on for a Series B post. You raised a massive round, let the number breathe, you don't need three gradients fighting it.
Two core pillars and the tweet cuts off right before telling us what they are. Cliffhanger copywriting on a Series B announcement is a bold move.
Any plans to publish on the diffusion-vs-autoregressive tradeoffs for your frame generation? Curious if you're closer to the Genie line of work or doing something stranger.
If it's frame-level autoregressive with a learned latent, the interesting question is how they avoid drift past ~30s. The Genie-style work hit a wall there.
Genuine question: any of this getting open-weighted or is it all behind an API? Asking for the dozens of indie game devs already trying to hack on world models.
Reminds me of when our portfolio team at Hedra was scaling video gen, same kind of compute curve. Decart's been heads down for a while, this round tracks.
Every 'path to AGI' tweet adds six months to my AGI timeline. The actual product looks cool, the framing is doing the opposite of selling me.