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🚀 SANA-Video 2.0 is here! A full-stack optimized video model designed for efficiency — while still delivering high quality. We combine a hybrid architecture closely related to the recent Kimi K3 design, adopt Self-Flow from FLUX 3, and further accelerate it with our own Sol-Engine. Key technical ingredients: 🧠...

25,538 views • 1 month ago •via X (Twitter)

24 Comments

Enze Xie's profile picture
Enze Xie1 month ago

1/3 Motivation: Why hybrid attention? 🤔 Full 3D softmax attention captures rich spatial–temporal interactions, but its O(N²) cost grows rapidly with video resolution and duration. Pure linear attention scales as O(N), but compressing token interactions into a fixed-size state limits rank and expressiveness. SANA-Video 2.0 keeps most layers linear, then inserts sparse softmax anchors to recover the interactions that pure linear attention misses—combining long-sequence efficiency with softmax-level quality.

Enze Xie's profile picture
Enze Xie1 month ago

2/3 🧬 From Frontier LLMs to Video Generation SANA-Video 2.0 follows the same high-level direction as Kimi K3: a mostly-linear hybrid-attention backbone paired with cross-layer Block AttnRes. Each 4-layer cycle contains: • 3 gated linear-attention layers for efficient global mixing • 1 gated-softmax anchor for periodic full-rank refresh • Attention Residual for recovery of low-rank representations in linear attention A from-scratch ratio sweep identifies this 75% linear / 25% softmax design as the practical quality–efficiency Pareto knee. The softmax anchors restore richer token interactions, while Block AttnRes carries these refreshed features into deeper linear layers—improving their effective rank by 11.7%. We adapt this frontier LLM recipe to bidirectional video diffusion and massive spatial–temporal token sequences. The backbone is trained from scratch, without post-hoc linearization or a pretrained image-generation prior.

Enze Xie's profile picture
Enze Xie1 month ago

3/3 ⚙️ Full-Stack Training & Deployment We also disclose the complete training recipe: • Pre-training → continual training → 720p SFT • Raw-video processing, cleaning, filtering, and multi-axis scoring • Flow matching with content- and token-aware timestep sampling • Self-Flow feature distillation during pre-training and continual training • DPO and online ReFL for preference alignment For deployment, the convolution-free SwiGLU backbone maps cleanly to fused kernels. Sol-Engine further combines kernel fusion, caching, and sparse attention—bringing 720p/5s generation to 13.06s on a single H100. Efficient architecture, efficient training, and efficient inference—optimized end to end.

Valeriy (WaveCut) Selitskiy's profile picture
Valeriy (WaveCut) Selitskiy1 month ago

Looks pretty good! Do you plan to share the model weights?

Enze Xie's profile picture
Enze Xie1 month ago

yes, will open sourse asap

Valeriy (WaveCut) Selitskiy's profile picture
Valeriy (WaveCut) Selitskiy1 month ago

Awesome!

Andrei Filatov's profile picture
Andrei Filatov1 month ago

so fast

Memory Paper's profile picture
Memory Paper1 month ago

Exciting updates, especially the Self-Flow integration sounds promising!

Aaliya's profile picture
Aaliya1 month ago

Fast and high quality is a great combination.

Aina Ai | Tools & Updates's profile picture
Aina Ai | Tools & Updates1 month ago

Efficiency beast 720p video on a single H100 in 13s and 120x faster than Wan SANA Video 2.0 just made high quality video generation actually practical

AI Mastery Guide's profile picture
AI Mastery Guide1 month ago

720p in 13 seconds on one H100 is genuinely impressive.

Martin Ronfort's profile picture
Martin Ronfort1 month ago

Efficiency-first architecture is the move now. Hybrid design, sparse activation, every layer optimized—Kimi K3 proved it works. Curious what the token-per-dollar math looks like with your accelerations.

Obama's profile picture
Obama1 month ago

This is the real democratization of video AI: 720p/5s on a single H100 at 13 seconds isn't just an optimization—it's the threshold where research labs and indie devs finally get to play in the same sandbox as the giants. 🚀5

ZenithAi's profile picture
ZenithAi1 month ago

Impressive engineering work pushing efficient AI video generation forward

TechGeekDavid's profile picture
TechGeekDavid1 month ago

Very interesting work from NVlabs. Hybrid linear-softmax is the right approach. Pure linear attention loses too much expressiveness at deeper layers.

Miles Penn's profile picture
Miles Penn1 month ago

Why choose the LTX VAE vs. others?

Enze Xie's profile picture
Enze Xie1 month ago

because ltx vae has high compression ratio and good reconstruction capabilities

InsightGenius's profile picture
InsightGenius5 days ago

solid. what'd break first when you pushed kimi past the demo?

Furkan Gözükara's profile picture
Furkan Gözükara1 month ago

Nice but seems like dataset and training duration are insufficient

下前勝郎's profile picture
下前勝郎1 month ago

open source coming soon?

IF's profile picture
IF1 month ago

The quality looks good but the slow motion bias is terrible :(

Aggroed Lighthacker- Peace, Prosperity, & Freedom's profile picture
Aggroed Lighthacker- Peace, Prosperity, & Freedom1 month ago

open source?

Enze Xie's profile picture
Enze Xie1 month ago

sure thing

InsightGenius's profile picture
InsightGenius6 days ago

honest take: if kimi only works on a clean demo tree I'm out. you run this on real work yet?

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11,253 views • 1 month ago

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Marktechpost AI

31,860 views • 1 month ago

qwen 3.8 max vs deepseek v4 flash 0731 vs kimi k3 vs gpt 5.6 sol – on rubik's cube and chess four frontier models built a rubik's cube stand and solved it, then built a chess board and played claude opus 5 on it the setup: Nous Research's hermes agent cli on OpenRouter tasks: 1. cube – build a 3d rubik's cube with a cli and a Three.js viewer, then solve an identical scrambled position on your own stand 2. chess – build a 3d chess stand, then play white against claude opus 5 as black, live, one move at a time. no engine, no solver, no opening book on either side. stockfish depth 14 grades every chess ply afterwards; neither player sees the score models: DeepSeek v4 flash 0731, OpenAI gpt-5.6 sol, Kimi.ai kimi k3, Qwen qwen 3.8 max gpt-5.6 sol and deepseek v4 flash solved their cubes – sol in 24 moves and seventeen seconds, deepseek in 32. qwen and kimi never got there, giving up at 96 and 207 moves then all four built chess stands and played white against claude opus 5 on them, and all four resigned: deepseek on move 13, sol on 19, kimi on 21, qwen holding out longest at 29 - build time, both stands #1 gpt-5.6 sol – 16m 43s #2 deepseek v4 flash – 97m 39s #3 kimi k3 – 166m 09s #4 qwen 3.8 max – 215m 08s - build attempts before a working stand #1 gpt-5.6 sol – 3 #2 qwen 3.8 max – 4 #3 kimi k3 – 4 #4 deepseek v4 flash – 5 - total tokens #1 gpt-5.6 sol – 6,713,754 #2 qwen 3.8 max – 17,272,507 #3 kimi k3 – 22,427,504 #4 deepseek v4 flash – 27,417,442 - total price #1 deepseek v4 flash – $0.557 #2 gpt-5.6 sol – $6.319 #3 qwen 3.8 max – $10.270 #4 kimi k3 – $16.667 observations: • deepseek v4 flash is the cheapest model here by a margin nobody else is near, and it got there while being the least efficient of the four. it burned 27.4m tokens – more than anyone, 5m more than kimi – and still finished both benchmarks for $0.557. that is $0.02 per million tokens against kimi's $0.74. it also needed the most passes to produce working stands, five, and that did not matter: all five deepseek passes together cost a thirtieth of kimi's two • so what deepseek cannot do is get it right the first time. what it can do is get it right the fifth time, for half a dollar. that is a different thing to be buying – not a good first draft, but the option to keep asking • gpt-5.6 sol is the opposite profile and the strongest of the four on pure efficiency. 16m 43s to build both stands, 6.7m tokens, three passes – under 40% of the next lowest token count and a quarter of deepseek's, on an eighth of qwen's clock. it also solved the cube fastest of anyone, 24 moves in seventeen seconds. sol is what you reach for when you want the answer now and can absorb $0.94 per million • sol's weakness is in what it does not check. its chess viewer deleted the capturing piece instead of the captured one, so pieces disappeared off the board mid-game – a defect the fifty-cent deepseek stand did not have. fast and terse turns out to be the same dial as fast and unverified • qwen 3.8 max is not the cheap open-weights option it gets treated as. $10.270 across the two benchmarks, second most expensive of the four, 18x deepseek, and by a distance the slowest – 215 minutes of build time, nearly thirteen times sol's. what the money buys is judgment: it played eighteen moves without a single error worth a hundredth of a pawn, then made exactly one bad move in the whole game, and averaged 44.6 centipawns lost across the longest game any of the four managed. it also could not solve a rubik's cube in 96 tries • kimi k3 is the one line with no reading that flatters it. most expensive at $16.667, last on the cube at 207 moves, last at chess at 478 centipawns lost per move. it is also the model that verified hardest – on the cube it wrote its own integrity check instead of trusting its output. that makes the result worse rather than better: the checking was real, and the reasoning underneath it still was not follow thehype. for 24/7 ai news, analysis and breakdowns

thehype.

84,777 views • 1 month ago

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Brian Roemmele

37,185 views • 1 month ago

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Alex Kendall

631,869 views • 2 years ago

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Léo

15,662 views • 1 month ago

Dear ICP community, the Internet Computer has now been running strong for 5 years 👏👏👏 Here is a celebratory preview of ICP "cloud engines," the sovereign frontier cloud technology the network shall soon provide from Main points: — Cloud engines enable anyone to spin up their own sovereign frontier cloud. The technology involves an extraordinary inventive step, in which cloud is created from a mathematically secure network of nodes. The nodes run as part of the Internet Computer network ( but are selected and configured by the cloud engine's owner. — The frontier cloud provided by engines is strongly focused on enabling AI agents to build and update online applications and services for us. The world is changing fast, and nearly all new online apps and services are already being built with the help of AI, and thus cloud engines target the future of cloud. — Software hosted on cloud engines is tamperproof, which means that it is immune to infrastructure hacks, because it runs inside a mathematically secure network protocol, rather than on computers directly. This means that AI agents, and those building with them, don't need to have a security team in the loop, or to trust someone else's security team. This is crucial, because in the future, non technical people will demand the freedom to build with full automation — where they just need to issue instructions to AI about what to build, and don't need to worry about anything or anyone else. Of course, apps and services running on engines are also vastly safer from the new breed of hacker being enabled by frontier AI. (The cloud engines themselves are also "tamperproof." Even if a hacker gains physical access to some portion of a cloud engine's nodes, and can make arbitrary changes, the computations and data of the hosted apps and services cannot be corrupted or interrupted so long as the network's fault bounds aren't exceeded. The recent hack of Vercel, a major cloud platform, which gave hackers access to the apps it hosted, provides additional perspective on the importance of this advantage.) — Software hosted on cloud engines is guaranteed to run, so long as a sufficient number of the engine's nodes are running. This means that AI can build applications and services without the need to have a human systems admin team constantly tinkering with the underlying platform to keep it running, which is again crucial, because in the future, non technical people will expect the freedom to use AI to build without the support of others. — New frontier programming language technology, in the form of the Motoko language developed by Caffeine Labs, leverages seminal "orthogonal persistence" technology that unifies program logic and data to deliver further unlocks for AI (Motoko is the first computer language being developed that targets agents that are writing software rather than humans engineers per se). Nowadays, AI can build and update production apps at a prodigious rate, even at the speed of conversation. But it can also make mistakes, and there's a risk that an update it creates might be "lossy" in the sense it causes some transformed data to be lost. Again, in this new world, it's both undesirable and impractical for everyone to have to have a systems admin team on-hand to detect lossy updates and roll them back, but Motoko provides a solution: it can detect new software updates are lossy before they are applied, reducing potentially catastrophic errors by AI to harmless coding retries. — Software hosted on cloud engines is "serverless" but unlike traditional serverless software, directly it directly incorporates data through "orthogonal persistence." Another key purpose is simplify backend software logic and fuel the modeling power of AI by increasing abstraction (sorry for the technical language!!!). Put simply, this enables AI to produce more sophisticated backends, faster, and at dramatically lower costs, as measured by the number AI API tokens consumed during coding. (Tip for the technical: orthogonal persistence is a new paradigm where "the program is the database," and data lives inside program variables, which is possible because it's as if hosted software runs forever in persistent memory). — An expanding database of skills at shall make it possible to develop and directly deploy apps and services to your cloud engines directly from Claude Code, Perplexity, Codex and other AI platforms. Further, your account on can be connected, so that new apps and updates created through conversation automatically appear hosted from your cloud engine. In the future, R&D is going to be very seamless. You converse with AI, and your secure and unstoppable apps or services are created or updated. Cloud engines are designed to directly support this "self-writing cloud" future where we can work hands-free. — Tech sovereignty is becoming a huge issue worldwide, with governments and corporations seeking to create sovereign tech stacks owing to geopolitical tensions. Increasingly, people are realizing that tech provided by foreign nations can come with hidden backdoors and kills switches, from the base platform, right up through hosted apps and services. ICP technology is open source, and those building on ICP using AI own their own source code. When you have the source code, you can verify that there are no backdoors, and when you own the source code thanks to AI, you can update it at will, freeing you from vendor lock-in. But cloud engines take sovereignty much further... — You create a cloud engine by selecting the nodes that will be combined. You can choose the class of nodes used, and their number, but more importantly, you can choose who operates the nodes, and where they are located. Almost any configuration is possible, because the Internet Computer scales the security privileges afforded to hosted software within the network according to configuration (software hosted on cloud engines can directly interoperate with software on other engines and traditional subnets, but base restrictions are applied according to security rules). A cloud engine can be created within a region such as Europe, to comply with regs such as GDPR, or completely within a sovereign state like Switzerland or Pakistan. But cloud engines go further still... — Sovereignty is also about freedom from vendor lock-in. Cloud engines are essentially ICP (Internet Computer Protocol) network configurations, and this means the underlying compute nodes they combine can be swapped out without interrupting their hosted apps and services. This is a big deal. In addition, cloud engines now support nodes that are instances running on Big Tech's clouds, in addition to nodes that are dedicated specialized hardware, as per the Gen I and Gen II nodes that dominate the Internet Computer today. For example, it is possible to have an engine running across different AWS data centers, say, and then reconfigure the engine to run across a mixture of AWS, Google, Azure and Hetzner for even more resilience, without the users of hosted apps and services noticing a thing. That's true freedom. — Sovereign AI is becoming increasingly important too, and cloud engines allow special "AI nodes" to be added to them, so that hosted software can perform inference on hardware provisioned by the owner from a location the owner has selected. Even though the AI nodes are only accessible within the cloud engine, they can still benefit from the forthcoming Internet Intelligence Gateway (IG), which will make it possible to validate inference performed on key frontier open weights LLMs, even when the inference is performed on completely independent AI clouds. When the results of inference are received, this technology can verify that neither the prompt+context (input) nor the inference result (output) have been modified, and that the results were produced by the precise LLM expected. This ensures that AI clouds don't cheat by running inference on cheaper models than are being paid for, and bad actors aren't modifying the inputs or outputs to surreptitiously insert advertising into results, say, or change facts, or insert malware when code is being generated. What's super cool about this technology is the cost of the verification is scalable. A very valuable additional security can be achieved with only 1-2% of extra cost. — Scaling apps and services when they hit capacity limits is another thorny problem that cloud engines help the world address. Engines make scaling possible without rewriting or reconfiguring software. The query workload capacity of hosted software can be horizontally scaled simply by adding new nodes to an engine, and nodes can also be added in geographical proximity to demand. Meanwhile, update workload capacity can first be scaled-up by swapping an engine's nodes out for the next class up, and then when no larger class of node is available, horizontally scaled-out by "splitting" the engine into two, which doubles available capacity. (Technical tip: horizontally scaling update capacity by splitting engines requires multi-canister architectures). — For those who have been following how Caffeine builds apps that can efficiently store large numbers of files, I should mention that apps built on cloud engines will also support the new ICP Blob Storage cloud network (since cloud engines currently have up to about 3 TB of memory, which apps storing large amounts of files can easily exceed). We are also working on allowing blob storage nodes to be added to cloud engines, to enable sovereign mass blob storage within an engine, similarly to how AI nodes can be added currently. — Lastly, but certainly not least, I should mention that cloud engines are multi-blockchain capable, and ready for digital assets, thanks to the clever math at their core. For example, an e-commerce service built on a cloud engine can securely accept and custody stablecoin payments, or a multi-chain DEX could be hosted. Further, engines can support software autonomy (software orchestrated and controlled by other autonomous software, in a decentralized way) and can themselves be orchestrated by SNS technology, and thus run autonomously too. Today, though, the focus is on *mainstream* cloud. This year, the cloud industry will generate approximately one trillion dollars in revenue. That number is already huge, but is expected to grow to two trillion dollars by 2030. After years of continuous development, which have seen more than $500m spent on R&D, the Internet Computer network is now tacking directly toward this mainstream cloud market with cloud engine technology. In their first version, cloud engines are not meant to be a cloud panacea. For example, currently they are not ideal for working with big data. You should use something like DataBricks for that. Cloud engines are carefully targeted at enabling AI to produce traditional online applications and services, including SaaS, in a safer and more productive way, which represents a new market segment with tremendous potential. Of course, DFINITY will continue to work relentlessly to push forward ICP's capabilities, so expect further developments. It's worth mentioning that this cloud segment isn't just about creating new apps and services using AI, it's also about replacing legacy systems and apps built on super expensive SaaS services. Caffeine Labs is working to produce technology (Caffeine Snorkel) that can study an enterprise's legacy systems and app built on SaaS, create replacement systems and apps, and migrate the data, while supporting key stakeholders through the process over email and chat, with full automation. Thus the legacy systems and SaaS markets shall also be addressed by cloud engines. Zooming out, and reasoning in a more metaphysical way, we believe, as we always have, that there is room for a new kind of cloud created by mathematical networks, that provides seminal advances in the fields of security and resilience, as well as true sovereignty and freedom from lock-in. That this same technology, with the help of additional technologies like orthogonal persistence and Motoko, enables AI to build for us without the need for so much oversight, and to create more backend sophistication while consuming fewer AI API tokens, enables ICP to bring game-changing advances to the world. Cloud engines will work synergistically with the Intelligence Gateway, which will enable apps and services running on engines to seamlessly leverage AI, wherever that AI is running, while providing verifiability at extremely low cost for open weights frontier models. We believe that cloud engines represent an inflection point in the storied history of the Internet Computer project, and I'm very proud to be sharing the details with you on the network's fifth birthday 💪 I'll be back with more news soon!!

dom | icp

309,408 views • 4 months ago

*** Mega Parodius Sega Megadrive Update *** Lately I've been having some fun seeing how far we can push the Parodius game engine . This is not arcade accurate - just for testing, decreased bullet timers and upped the bullet count to see what would happen re cpu usage when things are made a lot busier ! Maybe something like this could be insane mode in the options etc. Since last update we are a lot more optimised under the hood . The C based sprite engine, particularly visibility checking was speedup , overall 25 % faster. Then re-wrote the sprite engine completely in 68k assembly , 30% faster again. It took about 3 days and 1500 lines of assembly , thankfully the gains were worth it. All these gains will be back ported to S.O.T.A also as its using the same sprite engine. Usage is around 19% of cpu per frame with a full sprite load - 33 % cpu left in the busiest frame currently . Parodius is using a write the sprite list every frame type engine , so priority and meta-sprite objects can be handled with ease albiet its still a bit slower than static allocation sprite engines such as the one in lufthoheit but this is a bit easier to code for in the long run. All collision checks are been done , we are using a spatial grid system to get the collision checks done faster than a brute force approach . To get to maximum sprite count destruction is disabled in the video. We hit 80 sprites onscreen in this sequence , the sprite counter is one the Left side. We use about 16 sprites in the top hud and water line , about 21 for player attacks / missiles / shots / options . Up to 35 bullets + enemies . No lazer usage here as the Lazers use zero sprites thanks to the raster tricks , this video is all about the sprites ! Improved the water line when the Catboss is active , as he is Sprites + Forground we are doing some tile rotation tricks eg bit scrolling to give the impression of parrallax at that point . Vector Orbitex has updated the stage 1 music again and has made things even higher quality , hes mixed pcm and fm channels together to create higher quality orchestral hits for example . Pyron has started converting assets from stage 2/3 , some amazing work there . Hes well ahead of me at present which is a good thing. Still lots of incomplete animations missing logic etc , its slow going with RL getting in the way haha and 2 other projects !! Still its fun !! #SGDK #SegaMegadrive #SegaGenesis #Parodius

Shannon Birt

16,084 views • 9 months ago

kimi k3 vs gpt 5.6 sol vs fable 5 vs grok 4.5 Kimi.ai just dropped kimi k3 – a 2.8t param native multimodal model, the first open 3t-class release. key facts: • 1m token context. stable latentmoe activating 16 of 896 experts, built on kimi delta attention (kda) and attention residuals • quantization-aware training from the sft stage onward – mxfp4 weights, mxfp8 activations. moonshot claims ~2.5x scaling efficiency over k2 • max thinking effort by default. low- and high-effort modes are "coming in updates" – there is no way to turn the thinking down today, and you feel it in every run • pricing: $0.30/mtok cache-hit input, $3.00/mtok cache-miss, $15.00/mtok output. claims >90% cache hit rate on coding workloads • benchmarks: swe marathon 42.0 (1st – fable 5: 35.0, sol: 39.0, opus 4.8: 40.0), terminal bench 2.1 88.3, browsecomp 91.2 (1st), program bench 77.8 (1st), gpqa-diamond 93.5. loses frontierswe 81.2 vs fable's 86.6, and deepswe 67.5 vs sol's 73.0 our test – 3 prompts, single-file html, Three.js, fully procedural, no assets: 1. photorealistic european roulette wheel – 37 pockets in the real sequence, mahogany clearcoat bowl, chrome turret, diamond deflectors, flick-to-spin, ball that spirals inward and settles on a mathematically real number 2. las vegas slot machine – 3 reels behind transmissive glass, drag the chrome lever to play, mechanical odometer counters modelled in 3d, coin physics on win 3. full pinball table – 6.5° tilted playfield, flipper impulse physics, spline ramps, drop targets, 6 bumpers, mechanical score reels in the backbox we ran the test on AI/ML API platform results: - cost #1 grok 4.5 – $0.30 #2 kimi k3 – $0.71 #3 gpt 5.6 sol – $2.05 #4 fable 5 – $7.69 - tokens #1 grok 4.5 – 34,241 #2 gpt 5.6 sol – 51,748 #3 fable 5 – 144,126 #4 kimi k3 – 157,999 - lines of code #1 gpt 5.6 sol – 3,054 #2 grok 4.5 – 3,047 #3 kimi k3 – 2,255 #4 fable 5 – 1,950 - generation time #1 grok 4.5 – 5.1 min #2 gpt 5.6 sol – 22.0 min #3 fable 5 – 31.5 min #4 kimi k3 – 75.6 min observations: • kimi k3 is cheap and it is slow. 75.6 minutes across three prompts against grok's 5.1. it is 2.4x grok's price and 15x grok's wall clock. the roulette took 15 min, the slot 18, the pinball 42 • it failed 2 of 3. only the roulette works. the slot machine has reel cutouts on both faces of the cabinet and the symbols face backwards – you can only read your spin by walking around to the rear of the machine. the pinball table stands vertically on its edge with the legs floating detached beside it. • 81% of kimi's output tokens are reasoning, not code. grok: 22%. you are not paying for a bigger answer, you are paying for a longer argument with itself • price per 100 shipped lines – grok $0.010, kimi $0.031, sol $0.067, fable $0.394. a 39x spread for the same three files kimi k3's code quality: upsides: • the roulette is genuinely good – procedural wood grain with real specular breakup, correct european sequence (0-32-15-19-4...), chrome turret, diamond deflectors, clean console • the pinball artwork is the best in the test – a synthwave "nova strike / deep space" field with six individually coloured neon bumper rings, a retro sun on a grid horizon, a nova burst, and a scoring legend printed on the apron. no other model printed the rules on the machine. it is a beautiful texture on a broken object • physics reasoning is real – it derived a 480hz substep for the collider, worked out ball settle conditions and termination guarantees, and checked every ramp exit vector by hand before writing any of it • it is the only model that saw the importmap trap coming. sol shipped a blank white page twice because three.js addons import the bare specifier 'three' and die without an import map downsides: • it dodged that trap on the slot by loading three.js r128 through classic script tags – a 2021 build with no working transmission. its slot glass rendered fully opaque and buried all three reels behind a white pane. the code asks for transmission: 0.93, ior: 1.5 – correct, and silently ignored by a renderer that predates the feature • after 42 minutes and 212k characters of reasoning, the pinball cabinet is not assembled. the table stands vertically on its edge like a wardrobe – the prompt asked for 6.5° from horizontal, it delivered 90°. the legs float detached in the void beside it. head-on it photographs beautifully; orbit ten degrees and it is a painted slab with four chrome rods hovering nearby • the playfield z-fights with the glass – hard black banding across the whole field as soon as you pull the camera back a note on the pinball, in fairness to kimi: nobody passed it. every model shipped broken ball physics and controls you cannot trust. it is the hardest prompt we have run and the whole field failed it, each in its own way kimi k3 reasons better than anything else here and it shows exactly where reasoning pays – physics constants, sequences, edge cases, traps the others walked into follow thehype. for 24/7 ai news, analysis and breakdowns

thehype.

2,183,762 views • 1 month ago

This is one-shot assembly: you show examples of what to build, and the robot just does it. (see original post: To share more on how this works, the robot is controlled in real time by a neural network that takes in video pixels and outputs 100Hz actions. The video below is part of the raw input passed directly into the model. I also like this view (at 1x speed) because it shows more of the (I think very cool) subtle moments of dexterity near the fingertips 👌 One-shot assembly seemed like a dream even just a year ago — it's not easy. It requires both the high-level reasoning of "what to build" (recognizing the geometry of the structures presented by the human), and the low-level visuomotor control of "how to build it" (purposefully re-orienting individual pieces and nudging them together in place). While possible to manually engineer a complex system for this (e.g. w/ hierarchical control, or explicit state representations), we were curious if our own Foundation model could do it all end-to-end with just some post-training data. Surprisingly, it just worked. Nothing about the recipe is substantially different than any other demo we’ve run in the past, and we’re excited about its implications on model capabilities: • On contextual reasoning, these models can (i) attend to task-related pixels in the peripheral view of the video inputs, and (ii) retain this knowledge in-context while ignoring irrelevant background. This is useful for generalizing to a wide range of real workflows: e.g. paying attention to what’s coming down the conveyor line, or glancing at the instructions displayed on a nearby monitor. • On dexterity, these models can produce contact-rich "commonsense" behaviors that can be difficult to pre-program or write language instructions for e.g. rolling a brick slightly to align its studs against the bottom of another, re-grasping to get a better grip or to move out of the way before a forceful press, or gently pushing the corners of a brick against the mat to rotate it in hand and stand it up vertically (i.e. extrinsic dexterity). These aspects work together to form a capability that resembles fast adaptation — a hallmark of intelligence, relevant for real use cases. This has also expanded my own perspective on what's possible with robot learning, using a recipe that's repeatable for many more skills. This milestone stands on top of the solid technical foundations we’ve built here at Generalist: hardcore controls & hardware, all in-house built models, and a data engine that "just works." We're a small group of hyper-focused engineers, and hands-down the highest talent-density team I’ve ever worked with. We're accelerating and scaling aggressively towards unlocking next-generation robot intelligence. Building Legos is just one example, and it's clear to me that we're headed towards a future where robots can do just about anything we want them to. Its coming, and we're going to make it happen.

Andy Zeng

49,443 views • 11 months ago

The video shows the trials of the VT-1-1, a turretless tank with 2 x 105 mm guns, firing on the move at the Putlos training ground in 1976. The casemate (turretless) tank, designed for combat while moving, was introduced in Germany in the mid-1970s as a twin-gun casemate tank (the Soviet term for a "turretless tank"). For practical firing tests in the "target pass" mode, two prototypes were built in the mid-1970s. The first prototype, VT 1-1, was armed with two 105 mm guns, while the second, VT 1-2, was equipped with two 120 mm smoothbore guns. Additionally, the VT 1-2 featured a functioning autoloader behind one of the guns, with a firing rate of 10 rounds per minute. The vehicles were developed as part of the KPz 3 or Leopard 3 project. In both prototypes, the main guns were semi-fixed (with aiming and stabilization only in elevation). The chassis solutions were derived from the KPz 70 (MBT 70) program, with the running gear shortened by one road wheel (five road wheels per side). The vehicles weighed 36.8 and 43.5 tons, respectively, with a chassis rotation speed of 60 degrees per second. To achieve high maneuverability on rough terrain, 12-cylinder diesel engines from the MB 873 series with enhanced power were used, equipped with four turbochargers: 2000 hp for VT 1-1 and 2200 hp for VT 1-2. This provided an impressive power-to-weight ratio of 54 and 50 hp/ton, respectively, with acceleration to 55 km/h in 11 seconds, though only in a temporary "turbo" mode, as the standard power was 1600 hp. The accuracy of firing with two guns was unmatched by single-gun tanks, as confirmed by the tests. However, due to the novel combat approach, this revolutionary tank concept was rejected by the customer after trials in favor of the conventionally designed Leopard 2. In essence, although the project was developed as the Leopard 3, a tank for the future, it was, in reality, a parallel project and a potential competitor to the Leopard 2. Achieving the firepower, protection, and mobility of the Leopard 3 within reasonable weight limits was impossible with a conventional layout. At the same time, a significant tactical drawback of the casemate concept (including twin-gun casemate vehicles) is the linkage between the direction of fire and the direction of movement, which in many cases could complicate unit and formation control (according to German experts in the 1970s). Moreover, the VT 1-1 and VT 1-2 can hardly be considered balanced vehicles—they could have been simpler. The vehicles' mobility was exaggerated, with the main engine, transmission, auxiliary engine, batteries, and other systems occupying two-thirds of the vehicle's length. Pros and Cons of VT 1-1 and VT 1-2: Considering the key challenges, the twin-gun casemate concept can be evaluated as follows: Pros: Compact design due to a small internal volume. Two guns provide high firepower and hit probability. Cons: The weight advantage of the casemate design is largely offset by the integration of a second gun. Fire control alone results in high complexity, leading to increased maintenance costs and overall expenses. In 1975/76, five Gefechtsfeldversuchträger (GVT, combat test platforms) were developed and built for further mobility and concept trials. These were smaller than the VT 1-1 and VT 1-2, weighing 30 tons. The GVT 01-05 were equipped only with mock-up guns and laser firing simulators (TALLISSI) and telemetry systems, built using chassis components from the Leopard 1. The GVTs were used at the IABG facility in Lichtenau and the tank training school in Munster to test the twin-gun turretless tank concept in realistic exercise conditions, which is why five vehicles were built. However, the Leopard 2 was already in production, and tank crews showed little enthusiasm for this unconventional vehicle requiring a new approach.

Andrei_bt

81,636 views • 1 year ago

Google just proved that bigger isn't always better. Their 308M parameter model is outperforming models 2x its size. Google just released 𝗘𝗺𝗯𝗲𝗱𝗱𝗶𝗻𝗴𝗚𝗲𝗺𝗺𝗮, and it's proving that lightweight embedding models can punch way above their weight class. At just 308M parameters (578MB), it's the new state-of-the-art for models under 500M parameters across MTEB multilingual, English, and code benchmarks. But the really impressive part is that it ranks 8th overall on MTEB(Multilingual, v2) - that's 𝟭𝟳 𝗽𝗹𝗮𝗰𝗲𝘀 above the second-best sub-500M model, and it's delivering performance 𝗰𝗼𝗺𝗽𝗮𝗿𝗮𝗯𝗹𝗲 𝘁𝗼 𝗺𝗼𝗱𝗲𝗹𝘀 𝗻𝗲𝗮𝗿𝗹𝘆 𝗱𝗼𝘂𝗯𝗹𝗲 𝗶𝘁𝘀 𝘀𝗶𝘇𝗲. There are three key parts of their training recipe that sets it apart: 𝟭. 𝗘𝗻𝗰𝗼𝗱𝗲𝗿-𝗗𝗲𝗰𝗼𝗱𝗲𝗿 𝗜𝗻𝗶𝘁𝗶𝗮𝗹𝗶𝘇𝗮𝘁𝗶𝗼𝗻 Instead of starting from a decoder-only Gemma 3 model, they first adapted it to encoder-decoder, then used just the encoder. By basing EmbeddingGemma off an LLM that already has world and language understanding, it gives it a stronger starting point. 𝟮. 𝗧𝗵𝗿𝗲𝗲-𝗟𝗼𝘀𝘀 𝗧𝗿𝗮𝗶𝗻𝗶𝗻𝗴 They combine three different loss functions, instead of just having one: • Contrastive loss (NCE) with in-batch negatives and hardness weighting • Spread-out regularization to ensure embeddings utilize the full space (for quantization and ANN retrieval) • Embedding matching distillation from Gemini Embedding - not just learning from relevance scores, but directly aligning the embedding space with the teacher model 𝟯. 𝗠𝗼𝗱𝗲𝗹 𝗦𝗼𝘂𝗽𝗶𝗻𝗴 Rather than just averaging checkpoints from the same training run, they use optimization techniques to find multiple specialized training mixtures. Each mixture creates an "expert" model in different domains, and averaging all their parameters creates a final model that's actually better than individual models. Extras: • Matryoshka embeddings supporting 768, 512, 256, and 128 dimensions • Quantization-aware training - maintains quality even at int4 precision • 100+ languages from Gemma 3 pretraining • Exceptional performance on low-resource languages (check their XTREME-UP results) Is it the absolute best embedding model? No - Gemini Embedding still leads overall. But that's not really the point. EmbeddingGemma proves you can achieve state-of-the-art performance in a small package that's actually deployable on-device, in low-latency applications, and in resource-constrained environments. This makes good embeddings accessible for use cases that I'm seeing more and more: offline applications, privacy-sensitive deployments, and high-throughput scenarios where inference cost actually matters. Full paper: Shoutout to the EmbeddingGemma team at Google DeepMind for this awesome open source work 💙 and to Daniel Williams for helping me with this video! 🫶

Victoria Slocum

21,610 views • 9 months ago

BREAKING: OpenAI just dropped GPT-6 ASTRA!!! 🚀✨ We’ve been testing it extensively at Every 🪨 across coding, writing, and knowledge work. My take: it’s a big upgrade from 5.6-Sol, with some frustrating habits that keep it from matching Fable at the top end. Here’s your vibe check: - The best writing model I’ve tried. It’s fast, produces very little slop, and is easy to steer. It’s a good companion for actually working through the writing I do every day. (Not to mention, it one-shotted the first draft of its own vibe check today!) - The computer use is wild. It can go for hours at a time using complicated apps to get work done. It did the first cut of our Fable 5.1 vibe check video...kind of mindblowing - Impressive 3D games and visualizations. It can make beautiful 3D worlds from a single prompt. I one-shotted a historically accurate rendition of the Battle of Waterloo - It can overcomplicate things. (Especially at higher effort levels.) Ask for a simple interface and you get extra labels, buttons, and features everywhere. It has a habit of turning everything into a landing page. It just doesnt quite match Fable's ability to intuitively understand your prompt and do something delightful (without overcomplicating.) Net Result: If you already live in ChatGPT for Work or Codex and can afford it, it’s an easy upgrade from 5.6-Sol. The biggest proof of Astra's effectiveness at helping you do work is our vibe check. We found out it was launching at 3 AM this morning, and had a 4,000 word vibe check + video done by 2 PM. Not possible without this model. I’m reaching for Astra all day, but Fable 5.1 still gets my biggest tasks. On ambitious builds, Fable is better at understanding what I want and taking it further than I would have thought to ask. State of Play: Astra is launching to Enterprise customers today, and the rest of ChatGPT users over the coming days. Now, both OpenAI and Anthropic have a higher class of models that cost more to use. That changes who gets to use frontier AI and how. It's also a new vector of competition between them: Fable and Astra are priced at the same level. We'll see what that means for adoption in the coming days and weeks. read our full vibe check Every 🪨 today:

Dan Shipper

386,684 views • 8 days ago

If an AI can control 1,000 robots to perform 1 million skills in 1 billion different simulations, then it may "just work" in our real world, which is simply another point in the vast space of possible realities. This is the fundamental principle behind why simulation works so effectively for robotics. Real-world teleoperation data scales linearly with human time (< 24 hrs/robot/day). Sim data scales exponentially with compute. There are 3 big trends for simulators in the near future: 1. Massive parallelization on large clusters. Physics equations are "just" matrix math at their core. I hear GPUs are good at matrix math 🔥. One can run 100K copies of simulation on a single GPU. To put this number in perspective: 1 hour of wallclock compute time gives a robot 10 years (!!) of training experience. That's how Neo was able to learn martial arts in a blink of an eye in the Matrix Dojo. 2. Generative graphics pipeline. Traditionally, simulators require a huge amount of manual effort from artists: 3D assets, textures, scene layouts, etc. But every component in the workflow can be automated: text-to-image, text-to-3D mesh, and LLMs that write Universal Scene Description (USD) files as a coding exercise. RoboCasa is one example of a prior work. 3. End2end neural net that acts as simulator itself. This is still bluesky research and quite far from replacing a graphics pipeline, but we are seeing some exciting signs-of-life based on video gen models: Sora, Veo2, CogVideoX, Hunyuan (text-to-video); and action-driven world models: GameNGen, Oasis, Genie-2, etc. Genesis does great on (1) for certain tasks, shows good promises on (2), and could become a data generation tool for reaching (3). Its sim2real capabilities for locomotion are good, but there's still a long way to go for contact-rich, dexterous manipulation. It shows a bold vision and is on the right path to providing a virtual cradle for embodied AI. It is open-source and puts a streamlined user journey at the front and center. I had the privilege to know Zhou Xian and play a small part in his project since a year ago. Xian has been crunching code non-stop on Genesis with a very small group of core devs. He often replied to my messages at 3 am. Zhenjia Xu from our GEAR team helped with sim2real experiments in his spare time. Genesis is truly a grassroot effort with an intense focus on quality engineering. Nothing gives me more joy than seeing the simulation ecosystem bloom. Robotics should be a moonshot initiative owned by all of humanity. Congratulations.

Jim Fan

157,343 views • 1 year ago