diff --git a/page/index.html b/page/index.html index 45594ab..0aae435 100644 --- a/page/index.html +++ b/page/index.html @@ -732,13 +732,13 @@

Acceleration doesn't trade
away quality.

Rolling Forcing* -
97.78
+
97.78
97.20
96.23
98.84
53.62
-
69.62
-
1.111
+
69.62
+
1.111
Rolling Forcing on WaveRT* @@ -746,15 +746,15 @@

Acceleration doesn't trade
away quality.

96.69
96.11
98.50
-
54.52
+
54.52
66.32
2.680
Wave Forcing*
97.55
-
97.66
-
96.69
+
97.66
+
96.69
98.28
54.31
68.89
@@ -772,7 +772,13 @@

Acceleration doesn't trade
away quality.

Wave Forcing 4-step -
Stay tunedWave Forcing 4-step · results will be posted here
+
98.08
+
97.99
+
96.70
+
98.76
+
58.69
+
73.27
+
0.319
@@ -796,7 +802,7 @@

Acceleration doesn't trade
away quality.

-
Protocol

The 5-step table runs all three arms on the same 50 MovieGen prompts, one 1593-frame video per prompt at 16 FPS / 99.56 s. Rolling Forcing on WaveRT is the same Rolling Forcing checkpoint decoded with Wave Forcing's block-causal inference. The 4-step table forces the same three 5-step checkpoints to a 4-step schedule and adds Causal Forcing (Long), which runs its native 4-step long-video inference; Wave Forcing 4-step results are pending and will be posted as the sweep completes. The algorithm × runtime table uses 10 aligned prompts for VBench-Long quality; FPS is DiT-only throughput from a one-shot 399-latent-frame run. Quality Drift is computed following the Rolling Forcing paper, lower-is-better; every other quality metric is higher-is-better.

+
Protocol

The 5-step table runs all three arms on the same 50 MovieGen prompts, one 1593-frame video per prompt at 16 FPS / 99.56 s. Rolling Forcing on WaveRT is the same Rolling Forcing checkpoint decoded with Wave Forcing's block-causal inference. The 4-step table forces the same three 5-step checkpoints to a 4-step schedule and adds Causal Forcing (Long), which runs its native 4-step long-video inference; Wave Forcing 4-step results are included. The algorithm × runtime table uses 10 aligned prompts for VBench-Long quality; FPS is DiT-only throughput from a one-shot 399-latent-frame run. Quality Drift is computed following the Rolling Forcing paper, lower-is-better; every other quality metric is higher-is-better.