Local and streamed real-time world model
Waypoint 1.5
A real-time generated world that can run in a browser or locally on supported consumer hardware.
01 / Overview
Real-time local inference, browser streaming, first-person control, efficient generative-world rendering.
A real-time generated world that can run in a browser or locally on supported consumer hardware.
Compare browser latency with local responsiveness when both are available.
Separate frame-rate claims from spatial memory and control quality.
02 / Strengths
Where it stands out
- Offers a low-friction browser path as well as a more private local path.
- Makes an open-weight world model accessible through a purpose-built consumer client.
- Targets real-time response on a broader range of gaming hardware than cluster-only demos.
03 / Boundaries
What not to overclaim
- Local performance depends on the exact model tier, GPU, memory, drivers, and client release.
- Visual world continuity does not imply game logic, physics, collision, or editable assets.
- macOS and other hardware support must be checked against the current installer documentation.
A generated first-person visual environment, not a conventional game engine or authored level.
04 / Access & output
How the model reaches people
Instant browser access through Overworld.stream and local installation through the open-source Biome client.
- Platforms
- Web browser · Biome desktop client · Open model artifacts
- Outputs
- Live interactive visual world
- Inputs & compatibility
- Keyboard movement · Supported NVIDIA RTX hardware for local use · Browser streaming without local setup
05 / Practical path
How to evaluate it
- 01
Try the browser version first to understand the interaction model.
- 02
Read the current hardware requirements before downloading Biome.
- 03
Choose the model tier that matches the local GPU and resolution target.
- 04
Test repeated turns and revisits instead of judging only the first few seconds.
Primary evidence