Fal Pivots to Camera Controls as AI Video Clears Real-Time Barrier

The Next Frontier of AI Video Is Control — Jennifer Li, Gorkem Yurtseven, Batuhan Taskaya

Jennifer Li, Gorkem Yurtseven, Batuhan Taskaya

With real-time inference eliminating speed and cost bottlenecks, commercial adoption now hinges on deterministic spatial and camera controls required by Hollywood studios rather than faster prompt generation.

AI-assisted summary of The Next Frontier of AI Video Is Control — original source. Check the original for full context.

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Key ideas

  • fal released H3 Max, a post-trained version of MiniMax's Hailuo open-weight video model that pairs custom hardware kernels with reinforcement learning pipelines to achieve a 35x latency reduction over standard baseline endpoints without degrading quality. (0:00)
  • The public variant H3 Max Turbo renders a 5-second video clip in roughly 1.5 seconds at half the cost of H3 Max, crossing the real-time threshold and shifting engineering priorities from raw speed to deterministic controllability. (10:00)
  • H3 Max Director enables up to 60 minutes of continuous action-controlled video by combining a short-term memory buffer of compressed raw frames for the trailing two minutes with an evolving system prompt for long-term coherence. (20:00)
  • Hollywood studios have become fal's fastest-growing segment, adopting modular point solutions—such as feeding low-resolution Blender 3D blockouts into H3 Max—to achieve near 100% controllability over camera coordinates, lighting, and lip synchronization. (28:15)

Detailed notes

## Background Published on September 17, 2026, by a16z with hosts and guests Jennifer Li, Gorkem Yurtseven, and Batuhan Taskaya, this episode explores what happens when generative video reaches real-time operational speeds. The discussion centers on fal's technical post-training and kernel co-design behind H3 Max, the emergence of continuous streaming video with temporal memory, and the industry-wide shift from chasing raw inference latency to achieving precise creative control.

## TL;DR The fal team explains how combining low-level kernel optimizations with post-training and reinforcement learning yielded H3 Max, a model that renders five seconds of video in roughly 1.5 seconds. Reaching this sub-real-time threshold unlocked continuous streaming experiences—such as fal Live and H3 Max Director—which maintain temporal scene memory across extended generations through compressed latent history and dynamic system prompts. With generation latency effectively solved, the core frontier has shifted toward deterministic controllability, allowing Hollywood visual effects artists and creators to direct scenes using structured camera coordinates, Blender 3D blockouts, motion retargeting, and voice inputs.

## Atmosphere & style The conversation carries the fast-paced, pragmatic energy of engineers fresh off a successful breakthrough, blending startup war stories with deep systems architecture. Jennifer Li guides the dialogue with crisp, industry-attuned prompts, while Gorkem and Batuhan speak with unvarnished technical candor about late-night 24-hour development sprints and the gap between research lab hype and studio production realities. Listening feels like sitting inside an intense post-launch debrief where cutting-edge compute limits, practical Hollywood workflows, and rapid infrastructure experimentation collide.

## Bulletin - `00:00` fal released H3 Max, a post-trained version of MiniMax's Hailuo open-weight video model that pairs custom hardware kernels with reinforcement learning pipelines to achieve a 35x latency reduction over standard baseline endpoints without degrading quality. - `10:00` The public variant H3 Max Turbo renders a 5-second video clip in roughly 1.5 seconds at half the cost of H3 Max, crossing the real-time threshold and shifting engineering priorities from raw speed to deterministic controllability. - `20:00` H3 Max Director enables up to 60 minutes of continuous action-controlled video by combining a short-term memory buffer of compressed raw frames for the trailing two minutes with an evolving system prompt for long-term coherence. - `28:15` Hollywood studios have become fal's fastest-growing segment, adopting modular point solutions—such as feeding low-resolution Blender 3D blockouts into H3 Max—to achieve near 100% controllability over camera coordinates, lighting, and lip synchronization.

## Key takeaways - `00:00` Generative media and coding agents have achieved 'token market fit', characterized by individual power users productively consuming roughly $10,000 worth of compute per month. - `05:00` Pure systems engineering reaches a ceiling of 2x to 3x speedups under hardware roofline constraints; exceeding this requires co-designing model weights through post-training and RL alongside custom low-level CUDA kernels. - `05:00` Video inference is a multi-stage pipeline—encompassing LLM prompt expansion, latent diffusion denoising, and VAE decoding—where custom kernels pushed diffusion Model Flops Utilization (MFU) from 30%–40% up to 70%–80%. - `05:00` Architectural silicon upgrades like NVIDIA Blackwell yield an isolated 2x to 3x wall-clock improvement, but software-model co-design is required alongside top-tier hardware to achieve sub-real-time streaming. - `10:00` Most frontier video models run strictly on single 8-GPU nodes to avoid heavy inter-node communication latency penalties. - `10:00` With generation times down to 1.5 seconds for a 5-second clip, speed is no longer the critical bottleneck; the engineering focus has pivoted entirely to controllability via LoRAs for lip sync, camera paths, and styles. - `15:20` Naive sequential streaming by feeding the final frame of clip N into clip N+1 suffers from visual amnesia and rapidly drifting scene continuity. - `17:45` Continuous video generation requires overlapping generation windows where the first segment directly attends to preceding latents, overcoming the exponential compute cost of long-context temporal self-attention via custom caching. - `25:12` H3 Max Director retains scene coherence across up to 60 minutes by using compressed raw video frames for the trailing two-minute window and an evolving system prompt for macro-level narrative state tracking. - `22:38` Creators are coupling real-time voice interfaces with continuous video engines to dynamically direct virtual scenes, actor actions, and camera movements on the fly. - `28:15` Professional VFX workflows achieve near-total visual control by blocking 3D scenes and camera trajectories in Blender—often scripted via LLMs—and passing low-resolution renders as references into H3 Max. - `30:00` Deterministic camera control is achieved by training models on structured JSON spatial coordinates over time rather than imprecise natural language prompts. - `33:48` Mainstream film studios require modular, surgical point solutions that integrate into existing editing pipelines—such as clip extensions, camera tweaks, and relighting—rather than end-to-end video generation from a text prompt. - `35:28` Enterprise adoption has accelerated by offering secure, isolated post-training environments for private IP alongside US-hosted instances of international open-weight models to satisfy data sovereignty regulations.

## Detailed walkthrough ### `00:00` Token Market Fit and the Breakthrough of H3 Max

The generative video landscape has hit an inflection point where inference speed fundamentally alters consumer and creative use cases. Opening the conversation, Jennifer Li and the fal team—co-founder Gorkem Yurtseven and Head of Engineering Batuhan Taskaya—highlight that generative media has achieved what they call "token market fit," sitting alongside coding agents as the only domains where single power users can productively consume thousands of dollars worth of compute every month. Gorkem explains:

> “Generative media is, I would say, along with the coding agent market, what we call is token market fit.”

Discussing fal’s release of H3 Max (their post-trained version of MiniMax's Hailuo open-weight video model), Jennifer recalls that the initial benchmark charts were so skewed that H3 Max sat completely isolated on the far side of the graph. Gorkem reveals that the charts were drawn on a logarithmic scale simply to fit H3 Max alongside competing models; in linear time, the gap was even more dramatic. Public variants like H3 Max Turbo can render a 5-second video clip in roughly 1.5 seconds, transforming generative video from an offline rendering step into an interactive, real-time medium.

The decision to post-train MiniMax's open-weight model represented a natural pivot for fal. Although fal has historically operated as an inference-serving platform for frontier AI labs, proprietary API agreements never allowed them to build optimizations directly into the underlying model weights. When MiniMax released Hailuo (H3)—the first genuinely capable, next-generation open-source foundation video model with support for reference inputs and familiar diffusion architectures—the team recognized a unique opportunity to co-design the model weights and runtime systems together.

- Token market fit is defined as an application where an individual user productively consumes roughly $10,000 worth of tokens a month doing daily work. - The generative video industry has faced severe compute bottlenecks since around April, with platforms growing strictly as fast as they can provision hardware. - H3 Max reduces generation costs and hardware bottlenecks by roughly an order of magnitude, liberating GPU capacity across the entire ecosystem.

---

`05:00` Co-Designing Kernels, RL Pipelines, and Compound Optimizations

Batuhan Taskaya explains why traditional inference optimization reaches a fundamental ceiling when restricted to hardware alone. Pure systems-level engineering—such as custom CUDA kernels, memory layout tuning, and operator fusion—typically yields a 2x to 3x speedup on fixed weights before hitting hardware roofline constraints. To breach that threshold and achieve a 35x latency reduction compared to standard baseline endpoints without degrading quality, fal paired low-level engineering with model post-training and reinforcement learning (RL) pipelines.

> “And this new set of post-training-related optimizations with system slash model co-design enables us to go beyond that roofline by an order of magnitude.”

Reducing inference steps in diffusion architectures (for example, stepping down from 50 sampling steps to 20 steps) normally causes severe visual artifacts and perceptual degradation. To circumvent this trade-off, fal ran RL and post-training runs specifically to boost the intrinsic visual quality of intermediate checkpoints. When the team subsequently applied step-reduction techniques, the resulting model matched or exceeded the baseline model's original ELO quality score while running over ten times faster.

```mermaid flowchart TD accTitle: End-to-End Generative Video Inference Pipeline accDescr: Pipeline showing Prompt Expansion, Diffusion Latent Generation, and VAE Latent-to-Pixel Decoding stages.

subgraph LLM_Stage["Prompt Expansion"] P["User Prompt"] --> EXP["Frontier LLM Expansion<br/>(Low batch size, un-cached)"] end

subgraph Diff_Stage["Diffusion Core (H3 Max)"] EXP --> LAT["Diffusion Denoiser<br/>(20 steps post-trained via RL)"] OPT["Custom Hardware Kernels<br/>(70-80% Theoretical MFU)"] -.-> LAT end

subgraph Decode_Stage["Pixel Reconstruction"] LAT --> VAE["VAE Latent Decoding<br/>(+ Optional Upscaler)"] VAE --> OUT["Final Output Video<br/>(5s video in ~1.5s)"] end ```

Batuhan points out that video inference is not a monolithic forward pass, but a multi-stage pipeline where every stage must be individually optimized: 1. **Prompt Expansion via LLMs:** A large language model reformats short user inputs into the dense descriptive prompts expected by diffusion backbones. Unlike conversational agents that rely on high KV-cache hit rates, this is single-shot processing operating at tiny batch sizes without caching. 2. **Latent Video Diffusion:** The primary denoising process where fal replaced standard runtimes with custom kernels, pushing Model Flops Utilization (MFU) from typical industry levels of 30%–40% up to 70%–80% of theoretical hardware limits. 3. **VAE Decoding & Upscaling:** Decoding the compact latent representations back into raw pixel grids, followed by optional high-resolution spatial upscalers.

Addressing next-generation hardware like NVIDIA's Blackwell (GB200) versus Hopper (H100), Batuhan notes that architectural upgrades provide an isolated 2x to 3x wall-clock improvement. Because the cost of top-tier silicon scales in tandem with its speed, architectural hardware upgrades alone do not change overall cost efficiency. However, deploying co-designed models on Blackwell becomes essential for sub-real-time streaming: rendering five seconds of coherent video in under two seconds requires pairing extreme software optimizations directly with next-generation chips.

`10:00` Single-Node Hardware Limits, H3 Max Turbo, and the Shift to Controllability

The conversation turns to the physical infrastructure constraints governing current generative video. Today, the vast majority of video models operate strictly within a single-node setup of eight GPUs. Pushing beyond eight GPUs introduces heavy inter-node communication overhead that rapidly diminishes efficiency. MiniMax's H3 endpoints and similar frontier models are served by distributing workloads in parallel across those eight local GPUs. When Jennifer Li asks whether more performance can be extracted by sacrificing narrow edge cases or restructuring parallelism, the team explains that they originally planned to brand their optimized release as "H3 Turbo." However, because its generation quality noticeably exceeded the baseline model, they opted for the name H3 Max to signal an uncompromised breakthrough.

A mere week after that launch, the fal engineering team managed to double throughput again while preserving roughly the 97th percentile of quality. This led to the public rollout of H3 Max Turbo, an endpoint capable of rendering a five-second video in just 1.5 seconds at half the operational cost. While there is a slight, discernible dip in visual fidelity compared to standard H3 Max, the team argues that generative video has crossed an inflection point where raw inference speed is no longer the critical bottleneck. In the team's view, cutting latency from 1.5 seconds down to sub-second speeds yields diminishing returns compared to solving the model's steerability.

Instead of shaving off additional milliseconds, fal’s focus has shifted entirely to controllability. They started with basic text-to-video, expanded into image-to-video, and then introduced reference conditioning, which quickly became the standard operational mode for users. Open-sourcing model weights enables a broader ecosystem to flourish, allowing the team to train targeted LoRA adapters for specialized capabilities such as synchronized lip sync, dynamic camera movements, and distinct visual styles.

As Gorkem Yurtseven summarizes the shift in priority: > “Today, these models are so cheap and so fast that I don't think people need any faster or any cheaper.”

He further argues that the engineering mandate must now center on creative predictability: > “Like let's fix the speed and let's try to push for quality and controllability of these models, which is like, you know, what we have been pushing in the past two or three weeks.”

- Majority of frontier video architectures run exclusively on single 8-GPU nodes to avoid inter-node interconnect latency penalties. - H3 Max Turbo generates a 5-second video in approximately 1.5 seconds, running 2x faster and at half the cost of H3 Max while maintaining 97th-percentile quality. - Ongoing post-training and adaptation work includes reference conditioning, lip-sync modules, camera-angle LoRAs, and artistic style LoRAs.

`12:35` Evals Too Good to Be True, Slack Records, and the 24-Hour Development Loop

When fal first completed the post-training and distillation pipeline for H3 Max, the initial benchmark numbers were startling. Having spent tens of thousands of dollars on internal evaluations, the performance jumps were so dramatic that leadership hesitated to announce them publicly without external verification. The team feared the metrics looked "too good to be true" and held back the launch until third-party validations corroborated that the speed-ups did not compromise foundational visual coherence.

The moment the model was deployed internally, it triggered a company-wide creative frenzy. A newly formed world model accelerator team immediately jumped on building interactive WebRTC live video pipelines, while frontend engineers began rapidly hacking together live consumer demos. fal operates as a globally distributed organization, primarily anchored in San Francisco but spanning multiple international time zones. The launch initiated an uninterrupted 24-hour development cycle: engineers would grind for 16 to 17 hours, hand off their progress to teammates waking up on the other side of the planet, and sustain that momentum across three to four continuous days, setting internal company records for Slack message volume.

Reflecting on how quickly the team self-organizes around transformative performance jumps, Gorkem Yurtseven observes: > “This happens at fal once in every couple of months where, like, the whole company gets hold of something and the creativity just explodes and or a different optimization, LoRA, whatever it might.”

```mermaid flowchart TD accTitle: Distributed 24-Hour Development Loop accDescr: Diagram showing the continuous development handoff between global time zones and concurrent product workstreams at fal.

subgraph Cycle ["24-Hour Continuous Development"] SF["San Francisco Engineers<br/>(16–17 Hour Shifts)"] Handoff{"Global Handoff"} Global["International Team<br/>(Picks Up Live Branches)"] SF -->|"End of Day Push"| Handoff Handoff -->|"Wake Up & Deploy"| Global Global -->|"Morning Handoff"| SF end

subgraph Streams ["Parallel Product Hackathons"] WMA["World Model Accelerator Team<br/>(WebRTC Live Video Engine)"] FE["Frontend Team<br/>(fal Live Interactive Interfaces)"] ML["Core ML Team<br/>(Continuous Memory Conditioning)"] end

Cycle --> Streams ```

`15:20` The Leap to Infinite Streams: Rehan, levelsio, and Naive Frame Chaining

The immediate public unlock of real-time speed showed up across social media through spontaneous community and internal hacks. Over the weekend of the model release, fal engineer Rehan set up an automated script directly on his laptop that fed the last frame of an H3 Max clip back into the next prompt, broadcasting an ongoing narrative stream straight to Twitch. Almost simultaneously, indie developer Pieter Levels (known on Twitter as levelsio) reached out with a dedicated web interface built to ingest fal's streaming endpoints to generate an endless, self-directed video broadcast.

Both Rehan’s stream and levelsio’s setup relied on sequential frame-to-video stitching: the model generated a standalone clip, extracted its final frame, and used that single static frame as the visual prompt for the subsequent segment. While impressive, this approach suffered from complete amnesia. The model had zero awareness of context beyond the single boundary frame, meaning continuity dissolved quickly if characters turned away or lighting shifted.

In parallel with these external experiments, fal's core ML team was developing a native continuous video engine with deep temporal memory. Instead of discarding context at every clip boundary, this internal system retained up to two minutes of historical scene state, enabling coherent causal interactions—such as subjects turning to look at an actor entering a room. At the same time, another internal crew was building "fal Live" to expose continuous low-latency generation over WebRTC. Three independent, viral streams emerged simultaneously from the same underlying speed milestone.

Describing the difference between simple frame daisy-chaining and true continuous temporal coherence, Gorkem Yurtseven explains: > “So like you're in a scene and when you direct the model or someone else enters the room, it actually like everyone looks at that person entering and the scene is continuous.”

- Rehan's Twitch demo and Pieter Levels' (levelsio) web stream demonstrated naive sequential streaming by taking the final frame of clip $N$ as the starting prompt for clip $N+1$. - Sequential frame chaining lacks scene memory; changes across generations accumulate drift and narrative incoherence. - fal simultaneously had three independent efforts go viral on Twitter: Rehan's stream, levelsio's infinite generator, and fal's internal native WebRTC stream (fal Live).

`17:45` Overcoming the Real-Time Barrier and Scaling Temporal Attention

For months, the fal research team had been oriented toward world models—specifically, action-driven, real-time continuous video streams where user inputs immediately steer ongoing visual generation. Historically, every open-weight and proprietary video model was bottlenecked behind the real-time threshold: generating a five-second video chunk reliably took significantly longer than five seconds of wall-clock compute time. Even if low-latency streaming infrastructure was in place to multiplex outputs to concurrent users, the underlying inference models could not keep pace with real-world playback.

Once H3 Max crossed that barrier by rendering five seconds of high-fidelity video in under two seconds, the machine learning and inference optimization teams were able to repurpose architectures they had previously benchmarked unsuccessfully. To achieve continuity without hard clip boundaries, the architecture was modified to generate overlapping windows: generating a 10-second segment where the first 5 seconds directly attend to and anchor on the preceding segment's latent frames.

The principal technical bottleneck in extending this window is that full self-attention across long sequences of spatio-temporal video tokens scales exponentially in compute. Retaining an active two-minute memory window required aggressive attention-masking and memory-caching optimizations to keep latency within the real-time budget. By resolving these compute limits, the engine preserves spatial context, character identities, and environmental details across hundreds of sequentially generated frames without degrading inference throughput.

As Batuhan Taskaya emphasizes regarding the computational toll of long-context video conditioning: > “And you need to do extremely clever optimizations because attending to a two minute video is just extremely, extremely compute intensive.”

```mermaid flowchart LR accTitle: Sliding Window Video Memory Architecture accDescr: Diagram illustrating how continuous video generation attends to historical latent frames over a sliding 2-minute memory window.

subgraph PriorContext ["Temporal History (Up to 2 Minutes)"] H1["Latent Window T-2"] H2["Latent Window T-1"] H1 --> H2 end

subgraph ActiveChunk ["Overlapping Generation (10s Chunk)"] Attn["Temporal Self-Attention Engine<br/>(Optimized Sparse / KV-Cached)"] Overlap["Attended Prior Frames<br/>(First 5s Anchor)"] NewGen["Newly Synthesized Frames<br/>(Next 5s Generation)"] Overlap --> NewGen end

H2 -->|"Context Conditioning"| Attn Attn --> Overlap NewGen -->|"Appended to Latent Buffer"| Next["Continuous WebRTC Stream"] ```

- Video models previously failed continuous streaming because their real-time factor was strictly below 1.0 (generating $X$ seconds took $>X$ seconds). - H3 Max inverted this constraint, creating excess compute headroom to run overlapping sliding-window generations. - Instead of naive 5-second isolated chunks, the model generates 10-second windows where the initial 5 seconds attend directly to preceding latents. - Full video self-attention across two minutes of dense video representations incurs exponential compute costs, requiring custom KV-caching and memory optimizations to maintain sub-second latency.

`20:00` H3 Max Director and fal Live

The team rolled out H3 Max Director, making it publicly accessible as what they describe as the only model capable of generating up to 60 minutes of continuous, action-controlled video. The architecture retains fine-grained details across scene transitions: a user can prompt an office setting with someone working, let the model imagine freely for 30 seconds, and then instruct a woman to walk through the door. The model updates the scene immediately while keeping the environment coherent—the camera can pan back, and the original person remains seated in the exact same state.

To demonstrate this capability publicly, fal launched a live interactive website (fal.live). The setup functioned like an interactive, crowdsourced stream where viewers could vote in chat on what would happen next in the scene. The team introduced themed channels—ranging from complete chaos to distinct cartoon aesthetics—leveraging the model’s large memory buffer for styles and concepts. As Gorkem Yurtseven explains, “And I think it's the only model that can generate up to 60 minutes, continuous videos that is action control.”

```mermaid flowchart TD accTitle: H3 Max Director Memory Architecture accDescr: Flow diagram showing how short-term compressed video tokens and a long-term evolving system prompt maintain coherence.

subgraph Input ["Real-Time User Direction"] A["Director Prompt / Voice Input"] end

subgraph Memory ["Dual-Layer Memory Buffer"] B["Short-Term Window (< 2 mins)<br/>Compressed Raw Video Frames<br/>Last 4–8 Scenes (15–30s each)"] C["Long-Term Window (Up to 60 mins)<br/>Continuously Evolving System Prompt<br/>World Coherence & Entity Tracking"] end

subgraph Output ["Continuous Stream Generation"] D["H3 Max Video Inference Engine"] E["Real-Time Continuous Video Stream"] end

A --> D D --> B B --> C C --> D D --> E ```

`22:38` Rapid Market Adoption and Real-Time Voice Directing

Jennifer Li observes that unlike large language models, which tend to show a linear compounding progression of intelligence, video models feel like they go through months of quiet bubbling before an abrupt burst where base models, latency optimizations, and controllability converge. Gorkem notes that within three weeks of its debut, H3 Max surged to become the most popular video model on the fal platform, outpacing the runner-up by more than double in sheer usage volume. Its low cost and rapid generation speed have driven third-party platforms to adopt it as their default interface.

Creative technologists and digital IP creators are leveraging these capabilities in unexpected ways. fal is currently collaborating with creators who produce AI-generated episodic shows on TikTok and Instagram, training custom LoRAs on their specific character and aesthetic styles to broadcast live versions of their series. Furthermore, creators are combining real-time speech interfaces—such as ChatGPT voice mode and Whisper—with the continuous streaming model. Instead of typing static prompts, users can speak out loud to the video while it is actively playing, directing camera angles and character movements on the fly like a director on a physical movie set. Gorkem highlights this shift in market traction: “Yeah, it's been like almost three weeks since we released H3 Max and already it is the most popular video model on the platform, on the fal platform by like double almost, like more than double in terms of like volume.”

- H3 Max volume doubled that of any competing video model hosted on fal within its first three weeks. - Creative engineers are actively pairing real-time audio models with H3 Max Director to command virtual scenes by voice while they render. - Production teams are utilizing LoRA style fine-tuning to translate recorded AI social media franchises into continuous live broadcasts.

`25:12` The Mechanics of Scene Memory and Coherence

When asked how the model remembers narrative and physical context over long durations, Gorkem clarifies that the memory is handled primarily through raw video rather than plain text descriptions. Because a model cannot attend over raw, uncompressed full-resolution video without hitting memory bottlenecks, it feeds on an aggressively compressed representation of its own past generations. For anything occurring within the trailing two-minute window—roughly the previous four to eight scenes, assuming a scene lasts 15 to 30 seconds—the model retains granular visual details directly from those compressed frames.

Beyond the two-minute mark and up through an entire 60-minute stream, the architecture relies on a gradually evolving system prompt. This state-tracking prompt updates dynamically in the background to summarize structural milestones, tracking characters and overall world rules to prevent drift across an hour-long broadcast. As Gorkem puts it: “And then on top of that, there's like a continuously evolving, gradually evolving system prompt that like, keeps remembering the overall coherence of the world.”

`26:48` Hardware Footprints and Pipeline Heterogeneity

Addressing the economic realities of serving continuous video streams, the conversation turns to GPU footprints and cost optimization. While industry attention is fixated on the infrastructure scale required for next-generation LLMs, video pipelines present equal systems complexity because their individual stages exhibit vastly different compute profiles. Different modules within the generative video pipeline run far more efficiently on tailored hardware configurations rather than on a uniform cluster of high-end enterprise accelerators.

To drive down serving costs even further, the fal team is working to disaggregate the pipeline across heterogeneous infrastructure, with near-term plans to offload specific pipeline components directly to consumer hardware. In this hybrid split, power users could run local inference modules on their personal machines at home while offloading the heavy directorial control plane to fal’s cloud infrastructure. Gorkem outlines this engineering trajectory: “So if you were to do this even more efficient, let's call it maybe even cheaper. We would probably run different parts of the pipeline in different types of hardware.”

`28:15` Professional Workflows: Blender, LLMs, and Absolute Control

Jennifer pivots to high-end Hollywood production and visual effects (VFX), noting that real creative adoption hinges on deterministic control rather than unconstrained generation. Professional animators and visual effects artists have rapidly embraced a hybrid pipeline that pairs traditional 3D software like Blender with H3 Max. In this setup, artists first block out their camera moves, lighting, and primitive geometry inside Blender, rendering out a low-resolution wireframe or rough animation pass.

Feeding this low-res 3D render into H3 Max as an image or video reference provides visual effects teams with near-total control over the final composition, textures, and camera paths. This workflow gained immediate momentum as creators began scripting complex 3D Blender scenes directly through LLMs like GPT-4o / Astra, immediately piping the geometric references into H3 Max to output photorealistic final shots. Explaining why this approach is becoming an industry standard, Gorkem observes: “Basically, you render a low resolution of your scene, what you want to do using Blender, once you add that video as a reference to an AI model, you basically get close to 100% controllability.”

`30:00` Precision Controllability: From Camera Paths to Lip Sync

Using a large language model to generate a 3D Blender scene and feeding that downstream into a video model like H3 Max unlocks near-total controllability for studio creators. Because H3 Max generates frames so quickly, professionals can iterate through multiple setups in parallel. While the fal team initially focused on raw speed, latency reduction, and baseline visual fidelity, their immediate roadmap has shifted toward granular controllability so studio creators can output assets matching strict production requirements. Rather than settling for 80% to 90% prompt adherence, the platform is introducing specialized point solutions. Among these are a lip-synchronization model that takes an audio track and an image or video reference to lock mouth shapes frame-by-frame, and motion-retargeting controls that transfer real dance or stunt movements onto AI-generated characters.

```mermaid flowchart LR accTitle: Controllability conditioning pipeline accDescr: Pipeline showing input prompts, 3D trajectory JSON, audio, and motion conditioning entering the post-trained base model to output reliable video.

subgraph Inputs["Structured Inputs"] A["Blender / 3D Layout"] B["JSON Trajectory: T0, T1 coordinates"] C["Audio Track & Reference"] D["Motion Capture Data"] end

subgraph Engine["Post-Trained Architecture"] E["H3 Max Base Model"] F["Targeted Conditioning Layers"] E --- F end

subgraph Output["Studio-Grade Output"] G["Deterministic Video Stream"] end

Inputs --> Engine Engine --> Output ```

A major breakthrough is deterministic camera control. Instead of relying on descriptive natural language prompts that leave movement to chance, users supply structured spatial coordinates over time. Providing a JSON object defining exact positions—such as `(0, 0, 0)` at time $T_0$ transitioning to a specific 90-degree angle at time $T_1$—forces the model to treat the trajectory as absolute ground truth without hallucinating camera shifts. Because the underlying model has deep spatial representations, post-training aligns it to strictly respect these camera paths, even allowing creators to reconstruct coherent 3D scenes from a single visual input.

- Video models cannot reliably follow camera instructions out of the box; they require dedicated post-training pipelines to enforce strict coordinate adherence. - Conditioning mechanisms have evolved sequentially: 1. *Text-to-video*: Simple prompt inputs, but zero character consistency. 2. *Image-to-video*: Conditioning on an initial frame or edited image, though unable to introduce new characters midway through a clip. 3. *Reference-to-video*: Passing starting keyframes, character sheets, and dedicated character voice profiles. 4. *Directorial control layers*: Explicit timestamped camera trajectories and lighting vectors (specifying direction, angle, and intensity across timestamps).

`33:48` The Hollywood Influx and Studio Point Solutions

The entertainment industry has quickly emerged as fal’s fastest-growing customer segment, marking a dramatic shift from a year prior when studio adoption was virtually zero. Gorkem Yurtseven explains that mainstream studios are not looking to push a single button to generate an entire film from scratch. Instead, professional filmmakers need precise, surgical point solutions that slot neatly into established visual effects and editing pipelines: extending an existing clip by several frames, altering a camera move after a shoot, or adjusting scene lighting in post-production. At their recent industry showcase, Amazon MGM Studios introduced their "NARA" tool, which relies heavily on fal's underlying infrastructure.

A persistent disconnect exists between the broad objectives of frontier AI research labs and the operational realities of film crews on a set. Consumer interfaces prioritize loose prompt-based generation, but Hollywood directors communicate using precise technical terminology: focal lengths, camera angles, blocking, and lighting schemas. fal bridges this gap by creating reusable post-training infrastructure and toolkits that can be adapted to open-weight models as well as frontier closed-source models. As Gorkem puts it:

> “What Hollywood needs and what the creators actually need and what the research labs are working on, there’s a little bit of a disconnect there.”

`35:28` Overcoming Enterprise Barriers: US Hosting, IP Protections, and Gen Media

Beyond raw technical capabilities, studio enterprise adoption has historically faced severe legal and regulatory hurdles around copyright safety and data governance. fal addressed these concerns by building an infrastructure layer that enables studios to fine-tune and condition models using their proprietary intellectual property safely inside isolated environments. Furthermore, they resolved data residency and sovereignty requirements by offering US-hosted deployments of top international open models, including ByteDance's Seaweed (Seedance), removing the final compliance obstacle for major domestic entertainment brands.

Reflecting on the evolving landscape, Gorkem and Jennifer Li highlight the shifting demographic at their Generative Media Conference. The inaugural event attracted mostly consumer-facing AI experimenters and a handful of curious Hollywood observers. The second edition has been heavily populated by major legacy studios and specialized spin-off AI production companies building fully AI-native productions:

> “Everything is ready and we believe they’re going to 10x, 100x their AI usage in the coming months.”

- Studios require isolated, secure post-training systems so that private franchise IP remains fully protected while training custom character checkpoints. - US-based hosting for foreign models (such as Chinese open-weight architectures) resolves stringent enterprise compliance and security demands. - Studio production units are pivoting away from viewing AI as a disruptive threat toward embedding modular generative point solutions across production pipelines.

## Notable quotes > `33:48` What Hollywood needs and what the creators actually need and what the research labs are working on, there’s a little bit of a disconnect there. — Gorkem Yurtseven

> `28:15` Basically, you render a low resolution of your scene, what you want to do using Blender, once you add that video as a reference to an AI model, you basically get close to 100% controllability. — Gorkem Yurtseven

## Mentioned fal, Jennifer Li, Gorkem Yurtseven, Batuhan Taskaya, H3 Max, H3 Max Turbo, H3 Max Director, MiniMax, Hailuo, NVIDIA, Hopper (H100), Blackwell (GB200), Rehan, Pieter Levels, levelsio, Twitch, WebRTC, fal Live, ChatGPT voice mode, Whisper, TikTok, Instagram, Blender, GPT-4o, Astra, Amazon MGM Studios, NARA, ByteDance, Seaweed (Seedance), Generative Media Conference

## Video description a16z General Partner Jennifer Li sits down with fal co-founder Gorkem Yurtseven and Head of Engineering Batuhan Taskaya to discuss what changes when generative video becomes fast enough to run in real time. They unpack the technical work behind H3 Max, fal’s post-trained version of MiniMax’s open-weight video model, and how combining model post-training with systems and hardware optimization significantly reduced generation time while maintaining quality. That speed has enabled experiments with continuous video, including streams that can remember previous scenes and respond to new directions while they’re running. They also discuss why the next challenge may be less about speed and more about control, from camera movement and lighting to characters, motion, and lip sync. And they explore what those capabilities could mean for professional creative workflows, where artists and studios need predictable tools rather than simply generating a video from a prompt.

[Source](https://mgln.ai/e/1344/afp-848985-injected.calisto.simplecastaudio.com/3f86df7b-51c6-4101-88a2-550dba782de8/episodes/3cafbcc2-e9d6-40ae-adcb-adee4b50432e/audio/128/default.mp3?aid=rss_feed&awCollectionId=3f86df7b-51c6-4101-88a2-550dba782de8&awEpisodeId=3cafbcc2-e9d6-40ae-adcb-adee4b50432e&feed=JGE3yC0V)

中文简报

AI视频跨越实时门槛,Fal转向摄像机控制 随着实时推理消除速度和成本瓶颈,商业化应用的关键如今取决于好莱坞制片厂所需的确定性空间与摄像机控制,而非更快的提示词生成。 fal团队阐释了如何将底层内核优化与后训练及强化学习相结合,从而打造出H3 Max模型;该模型仅需约1.5秒即可渲染出5秒的视频。达到这种亚实时阈值解锁了连续流式体验(例如fal Live和H3 Max Director),这些体验通过压缩潜变量历史和动态系统提示词,在较长的生成过程中维持了时间维度的场景记忆。随着生成延迟问题基本得到解决,核心前沿已转向确定性可控性,使好莱坞视觉特效艺术家和创作者能够利用结构化摄像机坐标、Blender 3D灰模草图、动作重定向以及语音输入来指导场景。 fal发布了H3 Max,这是MiniMax旗下Hailuo开源权重视频模型的后训练版本;它将定制硬件内核与强化学习流水线相结合,在不降低画质的情况下,相比标准基线端点实现了35倍的延迟降低。 (0:00) 公开变体H3 Max Turbo渲染一段5秒的视频片段大约仅需1.5秒,成本只有H3 Max的一半,跨越了实时门槛,并将工程优先级从单纯的生成速度转向了确定性可控性。 (10:00) H3 Max Director通过将后两分钟压缩原始帧的短期记忆缓冲区与不断演进的系统提示词相结合以保证长期连贯性,可实现长达60分钟的动作受控连续视频生成。 (20:00) 好莱坞制片厂已成为fal增长最快的客户群体,他们采用模块化单点解决方案(例如将低分辨率Blender 3D灰模草图输入H3 Max),以实现对摄像机坐标、光照和唇形同步接近100%的可控性。 (28:15)

Reading summary

According to the fal team, generative video has breached its primary speed bottleneck through hardware and model co-design, shifting the industry's critical focus from raw inference acceleration to deterministic creative control. Breaking Latency Limits via Systems and Model Co-Design (0:00) Pure systems-level hardware tuning typically hits roofline limits at a 2x to 3x speedup. To exceed this ceiling, fal paired custom CUDA kernels—achieving 70% to 80% theoretical Model Flops Utilization—with reinforcement learning and post-training on MiniMax's open-weight Hailuo model. Stepping down sampling runs from 50 to 20 steps usually degrades visual fidelity, but fal's RL pipelines improved intermediate checkpoint quality, maintaining or exceeding baseline ELO scores while delivering a 35x latency reduction. Deployments like H3 Max Turbo can render a five-second video clip in roughly 1.5 seconds on single 8-GPU nodes, avoiding the heavy interconnect latency of multi-node setups. The team reports this cost and latency reduction created excess compute headroom, moving generative video past the real-time threshold where generating a clip previously took longer than its playback time. Architecting Continuous Generation and Temporal Scene Memory (15:20) Early community streaming experiments, such as feeds by engineer Rehan and developer Pieter Levels, chained standalone clips by feeding the final frame of one video into the prompt of the next. While functional, this naive frame-to-frame handoff suffered from visual amnesia and rapidly accumulated narrative drift. True continuous streaming required deeper scene memory across generation boundaries. fal resolved this in H3 Max Director by generating overlapping 10-second windows where the initial five seconds attend directly to preceding latent frames. Because full self-attention across long sequences scales exponentially in compute, the system employs aggressive attention-masking and KV-caching. The model tracks fine visual state across trailing two-minute windows using compressed raw video frames, while an evolving system prompt updates in the background to enforce narrative and world consistency across streams up to 60 minutes long. The Strategic Pivot from Raw Speed to Granular Controllability (10:00) With H3 Max Turbo generating clips in 1.5 seconds at half the operational cost, the fal team determined that pursuing sub-second generation yields diminishing returns compared to improving model steerability. Creative adoption demands predictable outputs rather than random prompting, driving development toward specialized adapters, LoRA modules, and conditioning pipelines. Rather than relying on natural language descriptions, studios use structured inputs to direct scenes. Creators pass timestamped JSON coordinates to enforce camera trajectories without hallucinated shifts, lock mouth shapes frame-by-frame via specialized lip-sync models, and retarget motion capture data onto animated characters. In hybrid workflows, animators block out basic lighting, primitive geometry, and camera moves in 3D software like Blender, using low-resolution renders as references for H3 Max to achieve near-total visual control. Enterprise Adoption Across Hollywood and Studio Pipelines (33:48) Mainstream film studios have emerged as fal's fastest-growing segment, but they require surgical point solutions that slot into existing visual effects pipelines—such as extending a clip by specific frames, adjusting lighting, or altering camera angles—rather than broad end-to-end video generation. For example, Amazon MGM Studios introduced their NARA tool built on fal's underlying infrastructure. To overcome legal and compliance barriers around proprietary intellectual property, fal deployed infrastructure allowing studios to train custom character checkpoints within isolated environments. Additionally, offering US-hosted versions of foreign open-weight architectures, such as ByteDance's Seaweed, resolved enterprise data residency constraints, enabling entertainment brands to integrate generative video directly into production. While the fal team forecasts that studio AI usage will scale by orders of magnitude, long-term efficiency relies on solving pipeline heterogeneity, including plans to disaggregate compute by running local inference stages on consumer hardware while delegating control planes to the cloud.

精炼阅读摘要

fal 团队与 Jennifer Li 指出,生成式视频已越过纯粹追求推理速度的临界点,工程重心正全面转向确定性控制与长程时序连贯性,并以此加速渗透好莱坞主流制作流程。 模型与系统协同突破算力瓶颈 (0:00) 生成式视频与代码智能体一同被 fal 团队视为达到“Token 市场匹配”(单一高阶用户每月在日常工作中高效消耗约 10,000 美元算力)的领域。针对自 4 月以来行业遭遇的严重算力瓶颈,纯系统层面的优化(如定制 CUDA 内核与算子融合)在固定权重下通常仅能带来 2 至 3 倍的加速,便会触及硬件性能上限。为了打破这一限制,fal 在 MiniMax 开源基础视频模型 Hailuo(H3)的基础上联合设计权重与运行时,将底层工程与后训练强化学习结合,使扩散去噪步数从 50 步压缩至 20 步而不损失画质,实现了相比基线端点 35 倍的延迟降低,模型算力利用率(MFU)从行业普遍的 30%–40% 提升至 70%–80%。 实时生成催生流式交互与时序记忆 (15:20) 公开版本 H3 Max Turbo 能在大约 1.5 秒内渲染一段 5 秒的视频,直接将生成式视频的实时因子推至 1.0 以上,使其从离线渲染转变为交互式实时媒介。早期的社区串联实验(如开发人员 Rehan 的 Twitch 直播及 levelsio 的无限流)仅依赖将上一段视频的最后一帧作为下一段的输入,导致画面严重失忆且漂移;fal 核心团队则在此基础上开发了原生流式架构,在生成 10 秒窗口时让前 5 秒与历史潜在表示重叠注意力,并引入滑动窗口与 KV 缓存优化以控制全自注意力的计算爆炸。该技术催生了 H3 Max Director 与 fal.live 演示,系统利用压缩视频帧保留近 2 分钟内的细节,并通过动态演进的系统提示词追踪实体与世界规则,从而支持长达 60 分钟的连续动作可控视频流,并允许创作者结合语音模型实时口头调度场景。 从速度狂飙转向工作室级精确控制 (28:15) 在单节点 8 张 GPU 的物理部署约束下,fal 团队认为将 1.5 秒的延迟继续削减至亚秒级边际效益递减,目前的核心诉求是创作的可预测性。专业创作者无法依赖 80% 至 90% 的概率性提示词依从度,因而 fal 推动从纯文本生成演进至参考条件生成、音频驱动的逐帧口型同步与动作重定向。在好莱坞与专业视觉特效流程中,艺术家利用 Blender 搭建低分辨率线框、粗模与摄像机路径,并使用大语言模型编写 3D 场景脚本,再将其作为参考输入喂给 H3 Max,实现近乎 100% 的构图控制。此外,团队开发了确定性摄像机控制机制,通过结构化 JSON 坐标(例如指定时刻的空间坐标与旋转角度)直接约束后训练模型,迫使模型将空间轨迹视为绝对真实坐标,消除了传统文字描述带来的镜头幻觉。 企业级合规与影视工业管线落地 (33:48) 娱乐产业已成为 fal 增长最快的客户群体。与前沿研究实验室追求一键生成完整影片不同,制片厂的核心诉求是能够无缝嵌入现有剪辑和特效管线的模块化单点解决方案,例如为现有片段延长数帧、拍摄后修正运镜或调整灯光向量(如 Amazon MGM Studios 在展示中基于 fal 架构构建的“NARA”工具)。为了打消大型制片厂在版权、数据安全和主权层面的顾虑,fal 建立了隔离的后训练基础设施,确保影视 IP 资产在受保护环境中微调与定制 LoRA,同时提供包括字节跳动 Seaweed(Seedance)在内的国际开源模型的美国本土托管服务,清除企业合规障碍,推动影视行业从抵触 AI 转向规模化生产嵌入。 尽管 H3 Max 及其衍生方案在推理速度、长程记忆以及与 3D 管线结合的控制力上取得突破,但视频生成在长时序注意力上的算力开销依然高昂。fal 正在尝试将推理管线解耦并在异构甚至本地消费级硬件上分发,同时前沿模型研究与影视工业对专业术语、确定性控制的实际需求之间仍存在待持续弥合的落差。

Detailed notes — zh

## Background 本期内容由 a16z 合伙人 Jennifer Li 与 fal 联合创始人 Gorkem Yurtseven、工程负责人 Batuhan Taskaya 于 2026 年 9 月 17 日在播客平台发布。节目主要围绕 fal 推出的 H3 Max 展开,深入探讨当生成式视频达到实时生成速度时,如何通过模型后训练与软硬件系统协同优化突破算力瓶颈,并开启连续流式视频与精细专业控制的新范式。 ## TL;DR 对话深入拆解了 fal 基于开源模型 MiniMax H3 打造 H3 Max 与 H3 Max Turbo 的底层技术,通过强化学习后训练与底层 GPU Kernel 的极致调优,实现了 1.5 秒内生成 5 秒高质量视频的跨越式突破。极速推理直接催生了拥有长达 2 分钟记忆与支持 60 分钟交互的流式视频系统(Fal Live 与 Max Director),让语音边看边导和观众众包互动成为现实。随着速度与成本门槛被彻底打破,团队将战略重心全面转向确定性控制,通过将结构化运镜、光影与动作迁移等后训练基建深度融入 Blender 等专业工作流,成功推动好莱坞影视工业与主流片厂实现规模化落地。 ## Atmosphere & style 整场对话洋溢着极客团队突破物理极限后的兴奋感与务实的技术自豪感,三位嘉宾的探讨节奏紧凑且充满硬核工程细节。Jennifer Li 的提问敏锐直指行业转折点,Gorkem 与 Batuhan 则以坦诚幽默的语调分享跨时区黑客马拉松接力、评测数据好到不敢置信等幕后趣事。随着话题从底层算子优化逐步延展到好莱坞影视重塑,对话氛围兼具前沿探索的狂热想象力与直面工业落地现实的理性沉淀,让听众切实感受到生成式视频范式跃迁前夕的汹涌浪潮。 ## Bulletin - `00:00` fal 基于 MiniMax 开源视频模型后训练推出的 H3 Max Turbo 实现了约 1.5 秒生成 5 秒视频的突破,速度较原始端点提升近 35 倍且画质基本无损,彻底攻克实时生成的物理延迟与成本瓶颈。 - `15:00` 通过引入双层记忆架构与深度注意力优化,fal 实现了长达 2 分钟的高精度时空记忆与最高 60 分钟的连续流式视频生成,支持用户通过自然语言或语音实时干预画面走向。 - `27:30` 生成式视频的核心技术竞争重心正从盲目提速转向确定性控制,通过结构化 JSON 运镜控制、骨骼姿态迁移及 Blender 粗模参考,影视工业可获得接近 100% 的渲染可控度。 - `35:00` 好莱坞成为 fal 增长最快的业务领域,通过在美国本土合规托管中国开源模型并提供精准单点工具,fal 成功驱动了亚马逊 MGM 工作室的 NARA 制作管线并扫清合规壁垒。 ## Key takeaways - `00:00` 生成式视频领域正在显现类似 Coding Agent 的“Token Market Fit”,单个专业创意人员每日可持续消耗海量 Token 并产生极高算力账单。 - `05:00` 单纯依赖底层的纯系统工程优化最多只能取得 2 至 3 倍加速,必须将模型后训练(如强化学习与步数压缩)与系统级 Kernel 协同设计,才能突破硬件理论计算顶棚(Roofline)。 - `05:00` 视频生成的多阶段管线中,Prompt 扩展需要低延迟、零缓存的小批量 LLM 推理策略,而扩散潜空间生成则需通过定制算子将 GPU 计算利用率推至 70%–80% 的物理极限。 - `10:00` 受限于跨节点间高昂的通信开销,目前业界最高效的视频生成部署形态普遍受限于 8 卡 GPU 的单节点架构。 - `10:00` 随着 H3 Max Turbo 将 5 秒视频生成耗时压低至 1.5 秒且推理成本降低一个数量级,模型研发的战略重心已全面从极速提速转向画面质量与精细可控性。 - `15:00` 传统的实时连续视频流主要依赖抓取上一片段最后一帧的离散切片拼接,缺乏时序记忆,导致场景与物体特征随时间推移严重飘移走样。 - `20:00` H3 Max Director 突破了生成耗时小于视频时长的实时因子瓶颈,利用历史帧注意力优化将时空一致性记忆延长至 2 分钟,并支持长达 60 分钟的交互式视频流演化。 - `25:00` H3 Max Director 采用独特的双层记忆架构:前 2 分钟依赖高压缩的原始视频潜空间特征保留细节,2 分钟至 60 分钟则依托动态演进的系统 Prompt 维持宏观世界观结构。 - `23:45` 多模态语音技术与实时视频流结合带来了“边看边指挥”的全新创作范式,创作者能像真实片场导演一样直接用语音调度机位走位与场景互动。 - `25:00` 为应对视频推理管线不同阶段的异构硬件需求,系统架构正向混合推理演进,即在本地消费级显卡处理推流渲染,而将全局 Director 调度保留在云端。 - `27:30` 专业影视管线排斥不可控的文本“抽卡”,通过将 Blender 导出的低模动画或运镜轨迹作为 Reference 喂给模型,创作者可实现接近 100% 的确定性细节重绘。 - `30:00` 摄像机控制功能采用底层结构化 JSON 参数精确定义各时间戳的空间坐标与角度,以此作为“唯一真理”彻底杜绝模糊自然语言带来的运镜幻觉。 - `30:00` fal 正在将控制能力打造为通用的后训练基础设施,能够跨开源和前沿闭源底座通用部署唇形同步、人体动作姿态迁移及专业光源控制等微调模块。 - `35:00` 前沿科研实验室倾向于端到端生成宏大视频,而好莱坞影视工业真正需要的是可无缝接入现有工业管线的镜头延展、重打光等单点解决方案。 - `35:00` fal 通过在美国本土完成对中国顶尖模型(如 MiniMax 系列)的安全托管并建立工作室专有 IP 激活机制,彻底解决了好莱坞入局的数据合规与版权顾虑。 ## Detailed walkthrough ### `00:00` H3 Max 发布与生成式视频的“Token Market Fit” 对话伊始,a16z 合伙人 Jennifer Li 介绍了本次讨论的核心主题:生成式视频推理进入“实时化”后所引发的技术与工作流变革。fal 的联合创始人 Gorkem Yurtseven 与工程负责人 Batuhan Taskaya 指出,生成式媒体领域与代码智能体(Coding Agent)市场类似,正在显现所谓的“Token Market Fit(Token 市场匹配)”。当一个重度创意工作者在电脑前持续生成视频时,他们每天会消耗成千上万的 Token,产生极高的算力账单。公开版本的 H3 Max Turbo 已经实现了在约 1.5 秒内生成 5 秒视频的能力,让实时视频生成进入了专业工作流的视野。 Jennifer 提到,fal 基于 MiniMax 开源的视频模型(MiniMax H3 / Hailuo)后训练出的 H3 Max 在基准测试图表中几乎处于完全独立的梯队,其速度提升非常夸张。Gorkem 笑着透露了一个细节:“图表的时间轴实际上是对数坐标(log scale),它的实际差距比视觉上看起来还要远,但为了能在图表中放得下,我们不得不采用对数坐标。” Gorkem 强调,MiniMax H3 是业界第一个真正开源、能力达到最新一代水平的前沿视频模型,具备出色的参考图控制能力和熟悉的模型架构。此前 fal 虽然与多家顶尖模型实验室合作运行推理,但受限于闭源授权,无法直接在底层模型上添加此类深度后训练能力,而 H3 的开源给了团队全力以赴探索系统与模型联合优化的绝佳契机。 - **Token Market Fit 定义**:单个专业用户每天能否在生产力场景下持续、高效地消耗海量 Token(例如单人每月消费达到数千甚至上万美元的级别)。 - **行业算力瓶颈**:自当年 4 月以来,整个生成式视频行业及 fal 自身均受到严重的算力上限约束(Compute Constrained),业务增长速度完全受限于算力的扩充进度。 - **效率突破的意义**:使单次生成的效率提升一个数量级,不仅能释放算力池以供更多模型运行,也让用户能生成成倍增加的视频内容。 ```mermaid flowchart LR accTitle: 生成式视频推理链路概览 accDescr: 展示从输入提示词到最终视频像素输出的多阶段模型处理链路。 subgraph Pipeline["端到端生成式视频系统流水线"] P["用户输入 Prompt"] --> LLM["大型语言模型 (Prompt 扩展)"] LLM --> DiT["Diffusion / Transformer (潜空间去噪)"] DiT --> VAE["VAE 解码器 (Latents 转 Pixels)"] VAE --> SR["视频超分辨率 / Upscaler (可选)"] end ``` --- ### `05:00` 打破硬件利用率顶棚:后训练与系统级联合设计 针对 Jennifer 询问 H3 Max 实现相比原始 MiniMax H3 端点近 35 倍的加速且 ELO 评分质量不降反升的深层技术机理,Batuhan 详细拆解了系统与模型协同设计(System/Model Co-design)的复合效应。Batuhan 解释道,如果单纯依靠过去三四年的纯系统级工程优化(如优化底层算子、榨干芯片物理性能),最多只能在保持质量不变的前提下取得 2 到 3 倍的加速,因为硬件的理论计算顶棚(Roofline)是固定的。想要突破该限制,必须依靠模型后训练(Post-training)与定制底层的联合设计。 fal 此前在开源图像模型(如 Ideogram 和 Flux)上积累了大量的后训练与专用底层 Kernel 构建经验。在扩散模型中,最直接的提速手段是将去噪步数从 50 步压缩至 20 步甚至更低,但直接减少步数必然导致画质和细节严重劣损。团队的应对方案是先运行专有的强化学习与后训练管线(RL pipelines),将模型本身的表达能力和质量提升到一个显著高于基准水平的状态,然后再执行步数压缩与系统优化,使得最终在极低步数下仍能匹配甚至超越原始模型的画质。 在底层系统工程方面,Batuhan 强调不仅要优化扩散模型本身,还要打通整个复合工作流(Multi-stage Pipeline): 1. **Prompt 扩展阶段**:使用大型语言模型将简短提示词转换为符合训练分布的详尽文本。该场景不同于高缓存命中的 Agent 对话场景,它是单次请求(Single-shot)、零缓存(Zero-cache)、极小批量(Low Batch Size)的 LLM 推理,需要定制极致低延迟策略。 2. **扩散潜空间生成**:通过定制 GPU Kernel 将硬件模型计算利用率(MFU)从标准推理任务的 30%–40% 暴力推升至 70%–80%,逼近物理极限。 3. **VAE 像素解码与超分辨率**:对高维潜空间数据向像素画面的反投影过程做深度内存与计算并行优化。 关于下一代芯片架构(如从 NVIDIA Hopper 迁移至 Blackwell / GB200),Batuhan 指出单纯更换硬件架构通常能带来 2 到 3 倍的原始时间缩短,但由于芯片租赁成本相应攀升,其总推理成本比率并没有发生数量级跃迁。然而,若目标是打破“实时生成”的绝对物理时间红线(例如在不到 2 秒内生成 5 秒高质量视频),GB200 这类最新一代芯片是必不可少的基础设施支撑。 > “From a system-wide optimizations, which is what we have been doing for the past three, four years, you can maybe make the model 2x, 3x faster while producing the same quality, right?... And this new set of post-training-related optimizations with system slash model co-design enables us to go beyond that roofline by an order of magnitude.” —— Batuhan Taskaya ### `10:00` 突破速度极限:从单节点架构到 H3 Max Turbo 与可控性演进 当前绝大多数前沿视频生成模型都运行在单节点(通常为 8 块 GPU)配置上,因为一旦跨越单节点进行更大规模的扩展,节点间的通信开销(Communication Overhead)就会急剧上升,从而导致整体计算效率严重衰减。不仅是 MiniMax 原生的 H3 端点,市面上大多数模型也普遍采用这种 8 卡并行的单机架构。面对是否还能从并行计算或精简流程中“榨出更多油水”的问题,团队最初曾考虑将新版本命名为“H3 Turbo”,但最终放弃了这个方案,因为该版本的生成质量不仅没有妥协,反而显著优于原始模型;为了凸显这一突破性成就,他们最终决定定名为“H3 Max”。然而仅仅一周之后,团队便实现了惊人的新飞跃:在仅牺牲极小质量损失(维持在 97% 分位数水平)的前提下,将生成速度再次翻倍,进而推出了公开版的 H3 Max Turbo。该版本在保持极高水准的同时,能以大约 1.5 秒的时间生成一段 5 秒的视频,同时运行成本也直接降低了一半。 面对这种技术跃进,团队认为生成速度和成本的门槛其实已经被彻底攻破。与目前行业最顶尖的闭源前沿模型相比,该方案的成本足足降低了一个数量级,生成速度更是快了不止一个数量级。因此,与其在极速基础上继续盲目追求毫秒级的缩减,不如将重心全面转向提升模型的生成质量和精细可控性。Gorkem Yurtseven 明确总结了这一战略判断:“Today, these models are so cheap and so fast that I don't think people need any faster or any cheaper.” 他进一步强调,在现有的速度基础上,接下来的核心攻坚方向必须是模型的质量与可控性。在技术演进路径上,fal 的探索经历了从最初的纯文本生成视频(Text-to-Video)、图像生成视频(Image-to-Video),再到引入参考图(References)的过程——目前带参考图的生成已经成为用户使用此类模型的默认主流方式。不仅如此,开源生态为模型注入了巨大的活力,团队目前正全力推进各类基于基础模型的 LoRA 微调方案,涵盖精准唇形同步(Lip-syncing)、特定运镜机位角度(Camera Angle)以及多样化视觉风格(Style)等,让创作者能够真正驾驭视频内容。 - **8 GPU 单节点瓶颈**:跨节点扩展视频生成模型会遭遇严重的通信开销,因此 8 卡单节点并行是目前业界兼顾效率的最佳部署形态。 - **H3 Max Turbo 指标**:在维持原版 97% 画面质量评估水平的前提下,生成 5 秒视频仅需 1.5 秒,成本降低 50%。 - **可控性拓展重点**:通过开源社区与内部研发,开发专用 LoRA 矩阵,包括运镜控制、特定画风适配以及唇形同步模块。 ```mermaid flowchart LR accTitle: 从文本生成到全方位可控视频的演进路径 accDescr: 展示 fal 在视频模型能力上从基础生成、引入参考图到专项 LoRA 控制的发展链路。 subgraph S1["基础生成阶段"] A["文本生成视频 (Text-to-Video)"] --> B["图像生成视频 (Image-to-Video)"] end subgraph S2["可控交互阶段"] B --> C["参考图引导 (References / 默认交互模式)"] end subgraph S3["精细控制微调"] C --> D["镜头角度 LoRA"] C --> E["唇形同步 LoRA"] C --> F["多样画风 LoRA"] end ``` ### `12:30` 令人难以置信的评测数据与全天候黑客马拉松 H3 Max 模型的诞生和表现超出了所有人的预料。在正式向外界推出之前,fal 内部团队投入了数万美元进行极其严苛的模型评测(Evals),测试出来的惊人数据甚至让团队成员一度产生怀疑。Gorkem Yurtseven 回忆起当时的纠结与震撼时坦言:“As you said, the results were a little bit too good to be true.” 当初原本的计划是直接将模型开源推向市场,但因为内部跑出的数据表现好到几乎失真,团队为了稳妥起见,甚至特意按兵不动推迟了发布节奏,选择先引入第三方外部评测机构进行严格的独立验证,以确保对外发布的每一个指标都经得起推敲。 然而,一旦模型被证实完全具备这种超乎寻常的生成能力,整家公司内部瞬间爆发出惊人的创造力浪潮。在 fal,每隔几个月就会出现一次全员被某个核心突破点彻底点燃的时刻——全体团队成员自发围绕 H3 Max 展开了狂欢般的极客式探索。新成立的世界模型加速器(World Model Accelerator)团队迅速切入,基于 WebRTC 技术构建低延迟的实时互动应用,前端工程师也纷纷加入,几条产品线齐头并进。这种狂热彻底打破了传统的跨国办公节奏:团队虽然主要集中在旧金山,但分布在全球各地,当一批工程师连续高强度奋战了 16、17 个小时准备入睡时,另一个时区的同事正好醒来无缝接手代码库。那几天里,公司内部 Slack 频道的单日消息发送量直接创下了历史最高纪录,这种跨越时区的 24 小时全天候开发接力整整持续了三到四天,直接催生出了随后对外引爆社区的数款创新应用。 - **高昂评测成本**:团队在发布前自费花费了数万美元用于模型性能与质量评测,以排除偶发性数据异常。 - **全球接力开发**:旧金山与跨国分布式团队自发接力,形成 24 小时无间断开发闭环,连续奋战数日并打破 Slack 历史沟通纪录。 - **团队裂变探索**:新组建的 World Model Accelerator 团队迅速搭建出基于 WebRTC 协议的 live 流媒体交互原型。 ### `15:00` 从首尾帧拼接到拥有 2 分钟记忆的真正连贯视频流 在外部世界看来,一次技术发布通常伴随着深思熟虑的路线图、排队等待的评测机构以及按部就班的市场推广;但 fal 的技术引爆完全是由内部工程师和外部极客的自发创意点燃的。fal 的一名工程师 Rehan 仅凭一己之力,用自己的笔记本电脑跑 H3 Max,配合一些保持叙事连贯性的提示词技巧(Prompt Tricks),直接在 Twitch 上开播连续生成的视频流。与此同时,知名独立开发者 Levels.io 也萌生了同样的想法并主动联系 fal,希望由他搭建独立网站来运行这种无限连续的实时流媒体。不过,无论是 Rehan 的直播还是 Levels.io 的网站,本质上都依赖于“离散切片拼接”:系统生成一段视频片段,抓取该片段的最后一帧作为下一段生成的起始条件;这种方式虽然速度极快,但片段之间没有任何长期记忆(Memory),第二段视频除了最后一帧图像之外,根本无法感知第一段发生过什么。 与此同时,fal 内部的机器学习算法团队正在攻克真正的连贯视频(Continuous Video)。此前的核心瓶颈在于传统模型的质量太差,多次连贯生成后画面会快速崩溃劣化,且生成速度始终低于实时因子(即生成 5 秒视频的耗时始终大于 5 秒)。当 H3 Max 彻底打破实时速度的枷锁后,算法团队便将过往在多个模型上积累的工程与算法经验全盘移植了过来。他们摒弃了纯粹切片首尾相连的简陋做法,改为让模型在生成当前片段时直接对前序片段施加注意力(Attention),使其能够记住之前的内容。为了克服超长时间序列带来的算力爆炸难题,团队对注意力计算进行了深度工程优化,成功将模型的连贯记忆长度延伸到了整整两分钟。在这种机制下,视频场景呈现出真正有逻辑的连续演化——例如在同一场景中,一旦有新角色推门而入,原本在房间里的所有人都会同时转头看向进门者,真正实现了连贯自然的世界演变。Batuhan Taskaya 强调了背后的技术挑战:“And as the video goes up, we can extend that memory up to two minutes. And you need to do extremely clever optimizations because attending to a two minute video is just extremely, extremely compute intensive.” | 视频流生成模式 | 实现原理与技术路径 | 记忆机制与时序连贯性 | 核心瓶颈与表现限制 | |:--- |:--- |:--- |:--- | | **单帧拼接流 (Twitch / Levels.io)** | 生成单段独立视频(如 5 秒),提取该切片的最后一帧作为下一个切片的初始输入。 | **无上下文记忆**:模型仅能看到单张静止首帧,无法理解过去几秒内的运动状态与故事因果。 | 镜头切换容易产生硬切感;若连续生成多轮,场景与物体特征极易随时间严重飘移走样。 | | **长记忆无缝流 (fal ML / fal Live)** | 依托 H3 Max 的超实时速度,采用自回归或滑动窗口机制,计算时直接对历史帧计算注意力。 | **拥有长达 2 分钟的全局记忆**:能够连贯追踪角色进出、视线交互及环境动态演变。 | **计算复杂度呈指数级上升**:需极高度的底层算力与注意力优化,以在低延迟下处理巨大的时空 Token 负载。 | - **Twitch 自动化直播流**:工程师 Rehan 仅用单机结合叙事提示词技巧,率先实现了基于 H3 Max 的实时多段拼接连续流直播。 - **实时因子突破(Real-time Factor)**:过去视频生成模型无法突破“生成耗时小于视频时长”的物理红线,H3 Max 首次突破该瓶颈,使带状态的实时长流媒体成为现实。 - **2 分钟注意力上下文**:算法团队攻克了长序列视频计算量指数级增长的障碍,在保证极低延迟的前提下,将场景状态一致性记忆扩展到了 2 分钟。 ### `20:00` H3 Max Director 与 Fal Live:长视频流式生成与众包互动实验 fal 团队基于 H3 Max 进一步推出了 **H3 Max Director**。该模型最大的突破在于打破了传统 AI 视频仅能生成数秒短片段的瓶颈,能够生成长达 60 分钟且具备动作控制能力的连续视频。用户可以在起始输入一个基础场景设定(例如一个有人正在办公的办公室),在模型自主想象生成 30 秒后,用户可以随时插入新的指令(例如“一名女子推门走入”),模型会即刻响应并将该动作融入画面。最为关键的是,场景与物体的状态具有强大的连贯性:当镜头切回原先的工位时,最初的那个人依然保持着原有的状态坐在那里,办公室背景也完全一致。 为了向公众展示这一技术,fal 推出了 Fal Live 交互演示网站。团队在直播中引入了类似“Twitch Plays”的众包控制机制,让聊天室观众通过实时投票来决定下一段画面的走向(例如观众可以投票选择让“一根香蕉走进办公室”而不是月球掉下来)。随着热度攀升,团队又开设了更多概念频道,既有完全天马行空的混乱频道,也有融合多种风格的卡通频道。Jennifer Li 对此感叹,与大语言模型(LLM)那种稳步累积、线性增长的演进路径不同,多媒体生成领域往往是先经历数月的沉寂,各种技术在水面下发酵,随后在极短的时间内集中爆发——当基础模型能力达标、延迟被压至接近实时,再加上可控性层,这种能够由终端用户直接干预屏幕内容的全新体验瞬间被解锁。 ```mermaid flowchart LR accTitle: H3 Max Director 连续生成架构 accDescr: 展示 H3 Max Director 如何在保持两分钟原始细节与一小时演化 Prompt 的同时,实时接收用户指令并生成连贯视频。 subgraph Input["用户控制层"] P1["初始 Prompt<br/>(例如:办公室工作)"] P2["实时交互指令<br/>(例如:女子推门走入 / 观众投票)"] end subgraph Memory["双层记忆机制"] M1["短程感知 (0-2 分钟)<br/>高压缩原始视频特征"] M2["长程记忆 (最高 60 分钟)<br/>持续演进的系统 Prompt"] end subgraph Engine["H3 Max Director 推理"] GEN["实时流式视频生成<br/>(保持人物状态与场景一致性)"] end P1 --> GEN GEN --> M1 M1 --> M2 P2 --> GEN M2 -.->|"维持宏观世界观"| GEN ``` - **H3 Max Director 连续生成能力**:业内罕见能支持长达 60 分钟、具备实时交互与动作控制(Action Control)的视频模型。 - **互动机制**:Fal Live 采用聊天室投票模式,由观众实时表决下一段剧情走向,并开辟了包含卡通、混沌(Chaos)等多种不同风格频道的流媒体矩阵。 - **技术成熟契机**:大模型延迟压缩到接近实时后,直接带来了从“预先提示词生成视频”到“边看边指挥的实时流媒体体验”的范式转移。 --- ### `23:45` 爆发式增长与导演模式:多模态语音控制与实时交互 H3 Max 发布仅约三周时间,便迅速在 fal 平台上占据统治地位,其调用量已经是平台第二名视频模型的两倍以上,并迅速成为其他各类平台默认采用的视频底座。Gorkem Yurtseven 指出,其核心驱动力在于“极高的速度”与“极低的使用成本”,用户进入平台后自然首选这种体验。围绕 Max Director,社区内已经涌现出数十个基于此架构搭建的直播流。fal 正在与一些社交平台上的 AI 原生 IP 持有者(如在 Instagram 和 TikTok 上拥有 AI 连续短剧的创作者)合作,通过为其专属风格微调训练 LoRA,将原有的点播短剧转化为 24 小时不断档的实时直播互动剧。 更深远的变革在于创作者工作流的革新。如今的创意技术专家早已习惯使用 Whisperflow 或 ChatGPT 语音模式进行交互,而将这种实时语音与 H3 Max Director 结合后,创作过程彻底演化为“人对着正在播放的视频说话,视频画面随指令实时发生改变”。Jennifer Li 惊叹道:“视频正在播放,你一边对着视频说话,屏幕上呈现的内容就一边随之调整,这太不可思议了。” > “And now you can keep talking to the model, and it's almost as if it's a real director in a real movie set directing the camera, directing people where to go.” > —— Gorkem Yurtseven - **市场数据**:发布不到三周,H3 Max 在 fal 平台的调用量翻倍领先,成为整个生成式视频领域的新基准模型。 - **商业合作场景**:为 TikTok 和 Instagram 上的 AI 原生节目微调专属 LoRA,打造全天候运行的实时互动 AI 秀。 - **交互方式变迁**:创作者可以直接使用语音向画面发号施令,宛如在真实片场调度机位、指挥群演走位。 --- ### `25:00` 双层记忆机制与异构算力部署的经济学 针对模型如何在长时间生成中记住角色与场景,Batuhan Taskaya 解释了其底层的记忆机制:该架构并非单纯依赖文本,也不是直接存储未压缩的视频帧。在前 2 分钟(约覆盖过去 4 到 8 个 15-30 秒的场景分段)内,模型直接保留了经过极度压缩的原始视频特征向量,因此能精准记住极高精度的物理细节与动作。而在 2 分钟以上、乃至长达 60 分钟的跨度上,系统则依靠一套“持续演进的系统 Prompt”(evolving system prompt)来统筹全局的世界观连贯性与宏观结构,确保角色在数十分钟后归来时依然合乎逻辑。 谈及模型服务成本与算力集群的规划,团队指出,生成式视频的推理流水线复杂性不亚于最新一代 LLM,不同环节对计算与内存带宽的需求完全不同。为了进一步降本增效,fal 计划在未来几周将不同推理阶段调度至不同类型的异构硬件上运行。此外,团队正致力于将部分优化技术移植到消费级硬件上,探索混合推理架构:终端创作者可以在本地电脑上执行一部分视频渲染和推流计算,而将负责全局把控的 Director 控制面部署在云端。 > “Everyone talks about how complex the next-generation LLMs are, but video models are actually very complex as well because the pipeline has different components and sometimes they require different hardware configuration for efficiency, things like that.” > —— Gorkem Yurtseven - **双层记忆架构**: - **短程原始记忆(0-2 分钟 / 4-8 个镜头)**:通过高压缩视频潜空间表征记录细粒度动作与画面细节。 - **长程语义记忆(2-60 分钟)**:通过动态渐进式系统 Prompt 维持宏观场景一致性与情节发展。 - **异构硬件与本地化拓展**:计划将复杂流水线拆解到不同规格的专用芯片,并向消费级显卡移植优化算子,实现“本地渲染 + 云端控制”的混合计算模式。 --- ### `27:30` 进军专业影视:Blender 与 AI 模型的低模参考工作流 除了消费级互动与社交应用,专业影视工业(包括好莱坞视效团队与 3D 艺术家)对 H3 Max 的采纳速度同样惊人。专业创作者的核心诉求不是“盲盒式生成”,而是“100% 确定性的精准控制”。在专业 VFX 工作流中,将开源三维软件 Blender 与 AI 视频模型结合已成为极具代表性的行业范式。 具体而言,艺术家先在 Blender 中快速搭建粗糙的模型、机位运动与低分辨率场景渲染(Low-res Pre-vis),再将该预渲染视频作为 Reference 喂入 H3 Max。由于模型拥有极强的几何与动作参考还原能力,艺术家可以在保留 Blender 中摄像机轨迹、光影透视与角色骨骼动作的前提下,借助 AI 完成高精度的材质、皮肤与细节渲染,几乎实现了对成片画面的完全掌控。就在 H3 Max 发布当周,社区还结合了能够直接在 Blender 中生成场景的大模型工具(如 GPT Astra),将三维自动化建模与实时视频重绘流水线打通,为专业电影与视效制作开启了全新的控制路径。 | 工作流环节 | 传统纯文本 AI 视频 | Blender + H3 Max 混合专业管线 | |:--- |:--- |:--- | | **可控程度** | 低(依赖提示词抽卡,随机性高) | 接近 100%(机位轨迹、光影、碰撞几何完全可控) | | **参考输入** | 纯文本或静态单张首帧 | Blender 导出的低分辨率粗模动画(Pre-vis Reference) | | **适用人群** | 业余创作者、尝鲜用户 | 好莱坞导演、专业 VFX 视效艺术家、3D 动画师 | | **技术联动** | 独立运行的端到端扩散模型 | GPT Astra(三维生成) + Blender + H3 Max 渲染管线 | > “Basically, you render a low resolution of your scene, what you want to do using Blender, once you add that video as a reference to an AI model, you basically get close to 100% controllability.” > —— Gorkem Yurtseven ### `30:00` 从纯文本提示到精准控制:fal 的后训练基建与精细化生成 在打造出运行极快的基础模型(如 H3 Max)后,fal 的战略重心正在全面转向“可控性”。团队分享了一种将大型语言模型(LLM)与 Blender 场景结合的工作流:先由 LLM 生成 3D Blender 场景,再交由 H3 Max 进行极速渲染与视频合成。由于生成速度极快,创作者可以并行发起海量尝试,这种模式让可控度逼近 100%,为好莱坞与专业制作人员解锁了全新的创作逻辑。Gorkem Yurtseven 强调,过去团队极度专注于速度、性能与质量,而接下来的一到两个月将全力攻坚模型的可控性,使其真正融入专业制片厂的核心管线。 目前团队正在推进一系列高精度的控制模块。例如正在研发的唇形同步模型,创作者仅需输入音频、参考视频或图片,模型便能实现完美的对口型;对于动作控制,则可以将某人跳舞的动作姿态直接迁移到 AI 生成的角色上。尽管常规的 Prompt 也能碰运气得到 80% 至 90% 的可靠性,但专业制片需要的是绝无偏差的确定性。团队上周上线的“摄像机控制(Camera Controls)”功能便是一大突破:创作者无需使用模糊的自然语言,而是直接通过底层 JSON 结构化数据定义不同时间戳(如 $T_0$ 时刻坐标为 [0, 0, 0],$T_1$ 时刻旋转至 90 度角)的机位。模型将这一数据视为“唯一真理(only source of truth)”,彻底杜绝了镜头轨迹上的幻觉。 Batuhan Taskaya 与 Gorkem Yurtseven 解释,虽然基础模型已具备一定的机位理解力,但它默认不会严格遵从指令,必须通过大规模后训练进行精细微调。fal 将大部分精力投入到了打造一套通用的“后训练基础设施(post-training infrastructure)”,使得团队不仅能给 H3 Max 赋予新能力,还能将这套控制能力快速赋能给其他开源模型乃至前沿的闭源模型。视频生成范式因此经历了一场深刻演进:从早期的文本生视频(Text-to-Video,无法精准控制角色外貌),发展到图生视频(Image-to-Video,难以在后续秒数凭空引入新角色),再到如今的参考生视频(Reference-to-Video),结合精确的音色绑定、时间轴机位角度以及全新加入的光影来源控制(Lighting Controls),这些能力正在后训练架构上实现层层叠加。 ```mermaid flowchart TD accTitle: AI 视频控制技术的演进路径 accDescr: 展示从最初不可控的文本生视频,一步步演进到基于结构化参数与后训练的精确可控流程。 subgraph Phase1["基础生成阶段 (低控制度)"] T2V["Text-to-Video<br/>纯自然语言提示词"] --> I2V["Image-to-Video<br/>依赖初始首帧图片"] end subgraph Phase2["多模态参考阶段 (中控制度)"] I2V --> R2V["Reference-to-Video<br/>音色绑定 + 角色特征参考"] end subgraph Phase3["后训练精确控制阶段 (高确定性)"] R2V --> Unified["fal 统一后训练基础设施<br/>(Unified Post-Training Infra)"] Unified --> CamCtrl["结构化运镜控制<br/>(JSON 定义 3D 轨迹/角度)"] Unified --> LightCtrl["光影来源控制<br/>(Lighting Controls)"] Unified --> MotionCtrl["骨骼动作与唇形同步<br/>(Motion & Lip Sync)"] end ``` - “We essentially spend most of the time building it as an infrastructure than just one-off training runs so that we can build services around this for not just open source models, but for frontier close source models as well.” —— Gorkem Yurtseven 说明团队为何坚持把后训练作为通用基建来做,而非跑单次实验。 - “Like underneath, you give a JSON of like, I want camera at like 0, 0, 0, at T0. I want camera at like 90 degree angle at T1. Like you essentially supply a structured description of where your camera needs to be at any point in time.” —— Batuhan Taskaya 介绍如何用结构化参数消除摄像机运镜的 AI 幻觉。 --- ### `35:00` 弥合研发与制片断层:fal 在好莱坞的爆发式增长与生态落地 好莱坞正成为 fal 增长最为迅猛的客户群体。尽管外界常有“AI 将颠覆或干扰好莱坞”的噪音,但真实数据显示,一年前好莱坞对该技术的采用还几乎为零,而在过去一年中迎来了井喷式增长。在亚马逊 MGM 工作室(Amazon MGM Studios)近期的发布会上,其全新发布的 NARA 制作工具背后便主要由 fal 的底层基础设施驱动。Gorkem Yurtseven 指出,许多前沿研究实验室的工作重心与好莱坞导演、专业创作者的实际诉求存在脱节:研究人员往往试图从零生成一整段宏大视频,但影视工业真正迫切需要的是能够无缝嵌入现有管线的“单点解决方案(point solutions)”——比如将特定镜头平滑延长几秒、精准调整某一段摄像机运动,或精准布置打光。 针对不同用户群体的诉求分歧,Jennifer Li 分析道,普通消费者写 Prompt 表达创意的方式与专业电影导演有着天壤之别,专业团队需要的是基于镜头角度、布光规则的专业表达。fal 的核心竞争力正是在于构建了一整套后训练设计工具库与数据集,能够将任何拿得到权重的模型快速适配为符合专业创作者习惯的操控界面。除了算法与模型能力,好莱坞入场的另一半阻碍在于法律合规与数据驻留(Data Residency)要求。fal 在这方面取得了突破性进展:不仅上线了让工作室安全输入自有知识产权(IP)并在模型中专属激活的系统,还完成了中国前沿模型(如 Seaweed / MiniMax 系列)在“美国本土托管(US-hosted)”的合规部署,彻底扫清了头部片厂接入技术的所有合规路障。 随着技术与合规的双重就绪,fal 预计未来数月内好莱坞的 AI 使用量将实现 10 倍乃至 100 倍的增长。这种格局的剧变也直观反映在行业活动上:fal 举办的第二届生成式媒体大会(Generative Media Conference)即将召开。上一届大会主要由消费级 AI 从业者参与,好莱坞高管仅是零星抱持好奇观望;而本届大会则几乎被主流制片厂全面主导——不仅有大型片厂内部孵化、专注纯 AI 剧集制作的新兴 AI 工作室,好莱坞巨头们也悉数到场,竞相将生成式模型深度织入其影视工业制作流中。 - “Hollywood usage was non-existent a year ago. And in the past year, it grew and now it's the fastest growing segment.” —— Gorkem Yurtseven 谈好莱坞影视工业对生成式 AI 基础设施的急迫需求与惊人增速。 - “What Hollywood needs and what the creators actually need and what the research labs are working on, there's a little bit of a disconnect there. And we believe we can come in and do these post-training projects to close that gap.” —— Gorkem Yurtseven 分析研发实验室与工业一线诉求的脱节,以及 fal 的生态定位。 ## Notable quotes > `35:00` What Hollywood needs and what the creators actually need and what the research labs are working on, there's a little bit of a disconnect there. And we believe we can come in and do these post-training projects to close that gap. — Gorkem Yurtseven > `10:00` Today, these models are so cheap and so fast that I don't think people need any faster or any cheaper. — Gorkem Yurtseven > `27:30` Basically, you render a low resolution of your scene, what you want to do using Blender, once you add that video as a reference to an AI model, you basically get close to 100% controllability. — Gorkem Yurtseven > `25:00` Everyone talks about how complex the next-generation LLMs are, but video models are actually very complex as well because the pipeline has different components and sometimes they require different hardware configuration for efficiency, things like that. — Gorkem Yurtseven > `23:45` And now you can keep talking to the model, and it's almost as if it's a real director in a real movie set directing the camera, directing people where to go. — Gorkem Yurtseven ## Mentioned fal, MiniMax, MiniMax H3, H3 Max, H3 Max Turbo, H3 Max Director, Fal Live, Jennifer Li, Gorkem Yurtseven, Batuhan Taskaya, Rehan, Levels.io, a16z, Twitch, Blender, GPT Astra, Whisperflow, ChatGPT, Amazon MGM Studios, NARA, NVIDIA Hopper, Blackwell, GB200, Ideogram, Flux, Seaweed, WebRTC, Instagram, TikTok ## Video description a16z General Partner Jennifer Li sits down with fal co-founder Gorkem Yurtseven and Head of Engineering Batuhan Taskaya to discuss what changes when generative video becomes fast enough to run in real time. They unpack the technical work behind H3 Max, fal’s post-trained version of MiniMax’s open-weight video model, and how combining model post-training with systems and hardware optimization significantly reduced generation time while maintaining quality. That speed has enabled experiments with continuous video, including streams that can remember previous scenes and respond to new directions while they’re running. They also discuss why the next challenge may be less about speed and more about control, from camera movement and lighting to characters, motion, and lip sync. And they explore what those capabilities could mean for professional creative workflows, where artists and studios need predictable tools rather than simply generating a video from a prompt. [Source](https://mgln.ai/e/1344/afp-848985-injected.calisto.simplecastaudio.com/3f86df7b-51c6-4101-88a2-550dba782de8/episodes/3cafbcc2-e9d6-40ae-adcb-adee4b50432e/audio/128/default.mp3?aid=rss_feed&awCollectionId=3f86df7b-51c6-4101-88a2-550dba782de8&awEpisodeId=3cafbcc2-e9d6-40ae-adcb-adee4b50432e&feed=JGE3yC0V)

Source quotes

[35:00] Gorkem Yurtseven: What Hollywood needs and what the creators actually need and what the research labs are working on, there's a little bit of a disconnect there. And we believe we can come in and do these post-training projects to close that gap. [10:00] Gorkem Yurtseven: Today, these models are so cheap and so fast that I don't think people need any faster or any cheaper. [27:30] Gorkem Yurtseven: Basically, you render a low resolution of your scene, what you want to do using Blender, once you add that video as a reference to an AI model, you basically get close to 100% controllability. [25:00] Gorkem Yurtseven: Everyone talks about how complex the next-generation LLMs are, but video models are actually very complex as well because the pipeline has different components and sometimes they require different hardware configuration for efficiency, things like that. [23:45] Gorkem Yurtseven: And now you can keep talking to the model, and it's almost as if it's a real director in a real movie set directing the camera, directing people where to go.

Source quotes

[33:48] Gorkem Yurtseven: What Hollywood needs and what the creators actually need and what the research labs are working on, there’s a little bit of a disconnect there. [28:15] Gorkem Yurtseven: Basically, you render a low resolution of your scene, what you want to do using Blender, once you add that video as a reference to an AI model, you basically get close to 100% controllability.

Original transcript

[0:00] Generative media is along with the coding agent market, what we call is token market fit. Everyone's waiting for a large consumer moment in AI. I believe H3 Max makes it possible. Were you surprised by the speed up and the gain you could get from post-training this model? We have a version called H3 Max Turbo that's public that can generate like a five second video in like 1.5 seconds. creating these beautiful scenes using an LLM model, GPT Astra, in Blender. And all of a sudden, it unlocked the whole new workflow for Hollywood and professional people. We have been very, very focused towards speed, performance, quality, and now we have a really good base model. The next month or two is going to be fully focused on what happens when AI video becomes fast enough to generate in real time. A16Z general partner Jennifer Lee sits down with FAL co-founder and head of engineering Batwan Tashkaya to discuss H3 Max and the rapidly changing generative video stack. They unpack how post-training and systems optimization made video generation significantly faster, opening up new experiences where video can run continuously, remember previous scenes, and respond to direction as it plays. But speed is only part of the story. They also discuss the push toward greater control over camera angles, lighting, characters, and motion, more useful for professional creative workflows. Welcome, Gorkum Batuan, to our podcast again. We did the last one last year. This is long overdue, and we have such an exciting model to talk about, which is false h3 max the day when it came out i was calling it it's really in the league of its own like it's so funny to see the benchmarks where you have the dot of this model on the far left or far right and then everything else is on the other half graph is actually log scale it's actually further but we had to fit it in we had to do log scale that is hilarious the time portion the quality is not yeah for sure the internet noticed for sure there are so many viral tweets about it like people Maybe just give us the backstory of what inspired you to post-train this open-weight model from Minimax. And how did you get the quality and speed to where it is? First of all, the Minimax H3 model is the first truly open-source model. very capable, like latest generation video model out there. So even though we work with some of the other model labs to run inference for them, we never had this capability, like had the right to add this capability on top of it. So when Minimax came up with their very capable open source model that is truly last generation, can take references, like very familiar architecture to any other video model, we thought this is a great opportunity to go all in and see what we can do. And again, we did like many different things that we are going to talk about that combined gave the results that you show on the graphs. But the biggest reason why everything came together for this particular moment was because H3 was the first truly next generation video model that's open source. What is the idea, given like FAO has been known to be like a general media inference serving platform, like what is the idea to get into post-training open web model? the system work with the model itself, maybe talk more about the work behind that. Generative media is, I would say, along with the coding agent market, what we call is token market fit. And the way we define it is as can a single person productively spend a lot of tokens and the amount is like 10K amount, something like that. So there is. incredible amount of demand in the market to generate video, to generate many things at the same time. And a person who is doing this for their daily job, they spend in front of a computer and do this all day long. And they spend thousands of dollars, lots of tokens. And since around April, the whole industry and file itself. we've been compute constrained. We are growing as much as we are adding compute. Like there are things we do here and there, but the whole industry has been compute constrained. And we We've always been looking for efficiencies where we can relieve that a little bit so people can use the smart. So that has been the idea behind everything we've been doing since April. And this just came at the right time because this makes everything better. maybe an order of magnitude more efficient. So, gives more compute for other models or even like more tokens can be generated using HTMAX. I think Patoin would agree on that. yeah like just [5:00] From a system-wide optimizations, which is what we have been doing for the past three, four years, you can maybe make the model 2x, 3x faster while producing the same quality, right? Because it's at the end of the day, same model, same architecture, you have the same constraints, you're just trying to optimize what you can get out of the chip itself. And there is a roof line there. as much as possible. And this new set of post-training-related optimizations with system slash model co-design enables us to go beyond that roofline by an order of magnitude. And we just felt the pressure. We have been working on it on top of open source image models before the video models. We did one version with Ideogram. We did one version with Flux. So we have been experimenting with how can we build post-training infrastructure to take an existing model, build kernels and systems design around it to run it very, very fast for a specialized version that can beat anything else that we would get just by running the model itself. And, you know, combination of that plus just like getting a frontier video model on our hands and all this expertise, we were able to go by like an order of magnitude in terms of speed. Incredible. Let's dig into that. I may get some of the numbers wrong, but... There's like efficiency numbers, there's cost numbers, there's speed up numbers. Right. Not everything means efficiency, but it all adds up to be very efficient. Yeah, I guess what is stunning to me is there is like a magnitude lower cost and also much faster. I think it was like 35x speed up. Compared to the original Minimax H3 endpoint. Well, at the ELO score, you didn't really sacrifice quality. So... Yeah, just reveal a little more of the secret sauce behind. Is this more of the type of system work you have done? Did you have to do model architecture change? Is this system work that really brought down the cost and latency? And how about the next generation of chips like GB200 fits into the whole story? It's just a compounding effect of multiple different optimization variables that we have been targeting. The first one is obviously, okay, you go from the base model to a model that's post-trained to be more efficient. For diffusion models, this is just essentially how do you go from running 50 steps to running something like 20 steps, right? Like you're just trying to optimize that pipeline. But as soon as you go from 50 steps to 20 steps, you lose quality. So you need to target in the optimization scene, okay, I want to improve the quality and then I want to apply the optimization. So we have like checkpoints of this that are significantly higher quality, but obviously slower. So what we initially did was, okay, let's run our post-training and our L pipelines so that we can improve the model's quality so that the end result gets you the same quality or even higher quality than the original model, but at the same time, you're like, an order of magnitude faster. So... Most of the gains come from post-training this model to be compatible, that you can run this on less amount of steps. But on top of that, you add all the kernels and systems engineering work that you do. That brings your hardware utilization from 30-40%, which is standard in many inference workloads, to 70-80%. And 70-80% on theoretical MFU, which is impossible to reach. So you're essentially at the roofline of what you can get out. And then these models are not just like a single, oh, you just give a prompt and you get a video back. pipelines underneath. You need to take a prompt, you need to run an LLM, like a very large LLM, to go expand that prompt to a format that the model was initially trained at, generate the video in the latent space, and then decode those latencies back into pixels. And then depending on the workload, there might be an upscaling component involved. So there's multiple components. And every single component, by default, is unoptimized. There's still lots to be gained there. And we just looked at it from a perspective of, we are going to get the maximum out of every single LLMs at super high speeds. There is that component. But for a different workload, this is not something like an agent decoding LLM workload where you have very high cache rates, where you have high accessions. It's a single shot. You give a prompt, you get a prompt back and there's no caching. You're operating at low batch sizes. So there's a completely different set of optimizations on the prompt expression side, completely different set of optimizations on the diffusion model, completely different set of optimizations on the VAE that you take from latents to pixels. And you just combine all of these to have an effect that compounds. From something like Hoppers to BlackVals, you see something like 2 to 3x improvement by itself. But from a cost standpoint, it's pretty comparable because the cost is also in that league. So I would say it only reduces your wall clock time, but not just the efficiency itself. But it obviously helps if you want to go significantly beyond real time. If you want to generate five seconds of video in less than three, two seconds, then you need some of these latest generation hardware today to unlock that possibility. Maybe this is a detail of a question, like, is the model being served on a single GPU or like... [10:00] It is like majority of the video models today run in a single node configuration, which is eight GPUs, because once you start scaling beyond eight GPUs, the efficiency gets less and less because of the communication overhead. And... Existing both like the existing Minimax H3 endpoints as well as like other video models are probably getting served that like, you know, single node configuration. Same with this. It's like running on in parallel across eight GPUs. And do you think there will be more efficiency gains in there that you can either optimize more of the steps in between by sacrificing maybe some of the narrowed-down user experiences, let's say the different type of inputs and outputs, or as you're thinking of parallelism, is there more juice to squeeze? Maybe that's the question. We released a turbo version of H3 Max. So the initial idea was calling this H3 Turbo, and we were like, We don't want to call this Turbo because the quality is better than the original one. This needs to signify how good of an achievement it is. So we released H3 Max, but a week later, our team was like, we can run this 2x faster at like 97th percentile of quality. Like we run evals, they're like almost the same, right? Like there's still like, there's like a noticeable, like there's a small noticeable loss in quality, but we have a version called HTMAX Turbo that's public that can generate like a five second video in like 1.5 seconds, which is like insane. And that's also like 2x, like from a cost standpoint, it's also like 2x less. So it depends on like how okay you are with like losing quality, you know, you can go down. Today, these models are so cheap and so fast that I don't think people need any faster or any cheaper. It's already at a point where, from a cost standpoint, compared to the frontier itself, it's an order of magnitude cheaper compared from like a speed perspective. It's more than an order of magnitude faster. And like you just like enable all the experiences. I think we would need to see like, I think we would need to see what else levels that people would need. But my bet today is we just need to improve quality more than like the speed at these speeds. Like let's fix the speed and let's try to push for quality and controllability of these models, which is like, you know, what we have been pushing in the past two or three weeks. I think accountability is key. Like when we first did it, we did... text to video and then image to video and then references came later which which adds a ton of controllability and it's basically the default mode how people use these models these days references and then We are now adding different Lora's fine tunes of the base model as well. We are working on like a lip syncing version. We are working on a different camera angle Lora, different style Lora. So again, open source adds a whole ecosystem around the model and it really, really helps. Were you surprised by the speed up and the gain you could get from post-training this model? Like, I saw it as a little bit of a surprise that like one day, I think it was a Saturday, you'll launch the model. And the Sunday, people put it on Twitch and become a real-time model. Like, that's the interesting part of like when you release. We did evals. Like, we spent a ton of money doing evals on our own. I don't know, like tens of thousands of dollars even. And like the results were... Unbelievable. And then like the plan was to just release the model without doing external evals. And then, OK, we decided let's let's hold off. Let's not let's not tell people that this is like so much faster and so much better before we have some external validation. That's how we launched it because... As you said, the results were a little bit too good to be true. And it was. I guess, well, you're taken by surprise that the real-time use case that came out of it, or what are some examples that you think this model has, like, unlocked of the experiences the prior models could have? This happens at Fall once in every couple of months where, like, the whole company gets hold of something and the creativity just explodes and or a different optimization, Laura, whatever it might. The whole company gathered around this model and some front-end engineers started working on interesting applications. We can talk about our world model accelerator team, which is brand new. They started working on the live applications. experience. Yeah, the RTC. The WebRTC live experience. So, like, there were five, six different parallel little projects within the company, and, like, I think we broke a record on Slack that day, how many messages were sent there. [15:00] in the company because like and and and like we have a distributed team we have we have people all around the world like mostly in san francisco but it's it's like incredible when you see like the 24-hour development like when people like work 16 17 hours and then someone else wakes up and picks up that like and that it's like it's like it's like it's like it's like it's like it's like went on for like three, four days. And that's when we released all these projects. Take me into that. It's so interesting because like you imagine like a model or product launch being like planned out, like having again, like having all these like eval vendors being ready, lined up and, you know, ship something out. And then like you let the world or the external users take it and then experiment and like build experiences, put online. Yeah, it seems like, you know, people internally who are very creative, like this job, everything they were doing, like launched experience that got really popular on Twitter. Do you want to tell us about that one? Yeah, of course. One of our engineers, Rehan, said, just by himself completely started streaming a live stream of continuous generations of H3 Max from his laptop. He's computer. His computer, exactly. He was doing some prompt tricks, trying to keep a coherent story. And then he started live streaming that on Twitch. In parallel, Levuzio, a famous Twitter influencer at this point, had a similar idea and he reached out to us that he has a website ready already. He wants to like host the streaming himself. and have a website that does infinite streaming. Internally also, we had another team who was working on a continuous version of HTT Max. So HTT Max is a like the Rehans version and Levels.io version were independent clips. It's still very fast, but The clip starts, it ends, and then you take the last frame of the clip. try to put it in the next one and try to create a continuous work. Yes. And there's no memory. Like the second clip doesn't really remember anything from the first clip other than the last frame. But internally, the ML team was working on a version where the transition is more seamless. There's like two minutes of memory. So like you're in a scene and when you direct the model or someone else enters the room, it actually like everyone looks at that person entering And the scene is continuous. So internally, we were working on that. And then another team was working on an experience we called File Live for the continuous version. So we had three parallel efforts going on that were all independently going viral on Twitter. And these were all like spontaneous, like you didn't plan for it at all. You didn't plan for any of them. Exactly. And they just became products and experiences in the following days. made the model more continuous. That was very surprising to me because I've never seen that actually work on a video model before. Yeah, so going back, we have been like very, very focused towards role models and essentially like action controlled or like, you know, action driven real time continuous streams of video. And the problem till like, you know, something like HTT Max was quality was not good enough at all. It was just like, you know, it degraded a lot. It didn't remember the past before, but we built the infrastructure. flexes to multiple people, very low latency. And at the same time, our ML team was essentially trying to take every single video model and try to apply this set of optimizations and tricks to, okay, how can we make this generate instead of a five-second video, 15-second video, 30-second video. But you were always below the real-time factor where you were always like, you never could generate five seconds under five seconds. Once HTT Max unlocked it, the ML team was like, this is insane. Which are We have an inference team. We have an ML team. They're like, they saw this. I'm like, this is insane. We can apply all these set of learnings that we had in previous models where we attempted to do this. Very. Instead of trying to generate a 5 second chunk, let's try to generate a 10 second video and then the 5 seconds... from previous one is still attended, we still remember it. And as the video goes up, we can extend that memory up to two minutes. And you need to do extremely clever optimizations because attending to a two minute video is just extremely, extremely compute intensive. And it goes up exponentially from a compute standpoint. So we did lots of optimizations there, but at the end of the state, we were able to, okay, we can remember back to two minutes, which is generally good enough from a memory perspective. And then obviously, I continue to see. [20:00] remember more finer grain details above the two-minute mark. And you can essentially stream infinitely. We captured it an hour from that perspective. And then that team just released that model under H3 Max Director, which is public for people to use. And I think it's the only model that can generate up to 60 minutes, continuous videos that is action control. You can start with a prompt, say there's an office setting and someone is working. And then 30 seconds later, it just imagines by itself. 30 seconds later, you can say, a woman walks in through the door. It can take the prompt and reflect it immediately, which is the most fun part. And the office is still the same office. The camera can pan back to the original person, and the original person is still there in the same state. So we released that, and we did this Fall Live website to just demonstrate it, because people need to see how cool this is. This is a new technology. I don't think people are really aware. immediately because we also let people vote on what the next section is it was like you know uh like a form of crowdsource like the chat was controlling the whatever was happening which is fun but obviously you know we limited on like the options and then they could pick oh like a banana enters the office instead of a moon and it's like more fun and like people start like you know having these and we start adding more channels and like every channel had a concept there's like a channel where it's like full chaos there's a channel where it's like cartoons from many different concepts and it has a big memory from styles and concepts perspective. So it just became a very fun experience underneath. Again, like there's so many really incredible experiences coming out of this. Like H3 Max director was just another huge surprise to me. It's like I found it interesting in the in the media market that you it's not like, you know, like language model have like this linear graph of like just continuously compounding on like, you know, intelligence capability and so on. Like feels like in the field you're operating in, it's always like a few months of like sort of quiet time. a lot of things are bubbling, but like in a very short period of time, like everything bursts, like all these things in combination come together of like the, the, um, uh, base model being good enough, like, you can get the latency down to the point where you can, like... References. Yeah. Yeah. Like... get the real-time experience, but also, like, apply controllability on top of that real-time experience. Like, this just opens so many, you know, opportunities of, like, live experiences where, like, end user can control what's happening on the screen, which is incredible. Like, we have imagined a lot of these experiences, but never been able to, like, really play around with it. Maybe just, like, tell us more about what you're seeing from the market of, like, how are people using, like, the director capability? seen creators are creating that you haven't seen before and what do you think that unlocks as far as you know what people can do with this medium? Yeah, it's been like almost three weeks since we released H3 Max and already it is the most popular video model on the platform, on the file platform by like double almost, like more than double in terms of like volume. So in a lot of other platforms, it's also becoming the default model that people interact with because it's so fast, so cheap. If you come to a platform, this is the experience that you want to see. So in terms of popularity and volume, it's taking over, at least from our vantage point. And for Max Director, again, there has been, I don't know, tens of different versions of these live streams. Some of them are still going on and becoming more and more popular. We are trying to work with... some like AI IP holders, people who have like AI shows on Instagram and TikTok and do train a Laura on their style and do a live version of their show. So we have a couple lined up already. So that's going to be very exciting. And like the way people like if you talk to a creative technologist, with voice has already become something that they use all the time, like using Whisperflow or the ChatGPT voice mode. And now you can keep talking to the model, and it's almost as if it's a real director in a real movie set directing the camera, directing people where to go. You can do that. And our creative engineers started using these models like that. So we'll see a lot of interesting... [25:00] listing experiences are built as we speak. Very interesting, as in like the video is playing. The video is playing. You are like talking to the video and what's being displayed changes accordingly. That's incredible. And talking about like how the memory piece holds now, like art, Again, this may be a technical detail, like... the capability of remembering what happened in the last scene or in the last couple minutes of scene, are you remembering that through the frames, the images, or is it through text? It essentially... No, it's essentially, it remembers the raw video, obviously very, very compressed because you can't attend the default video, but it essentially knows most of the details happened in the past two minutes from its own generations. And above the two-minute mark, it has an evolving system prompt 60 minutes where it knows like the overall structure overall detail so it remembers like the last few scenes if you think a scene is like 15-30 seconds then it remembers like the last four to eight scenes. And then on top of that, there's like a continuously evolving, gradually evolving system prompt that like, keeps remembering the overall coherence of the world. Everyone's waiting for a large consumer moment in AI. Now it's like good enough and cheap enough that like, a truly novel, social AI experience can be built on top of it. Maybe let's talk more about the economic side of this. Like, what is the... I guess one, just like talking about serving cost for like same minutes of video with it's, it's three max. Um, And how has it changed your thinking around like your footprint of like inventory of chips? Like how do you want to have like different steps of experiences serving to the end user? But I mentioned this a little bit, like everyone talks about how complex the next generation LLMs are, but video models are actually very complex as well because the pipeline has different components and sometimes they require different hardware configuration for efficiency, things like that. So if you were to do this even more efficient, let's call it maybe even cheaper. We would probably run different parts of the pipeline in different types of hardware. Another interesting thing would be to... run it on consumer hardware for people to run it in their own machines at home. Like optimizations don't translate directly. 100% but translates somewhat somewhat close to that and then we can do extra work to translate more of it. So, doing these optimizations in different types of hardware and combining the pipeline in a way that it's even more efficient. I think that's what we are going to do in the next coming weeks. Amazing. So you will have people like Rohan that can stream partially of the experience from his computer, but also having like the director and the control plane more living on the. Exactly. Yeah. on the cloud. Makes sense. So we talk about all the consumer experiences this model could unlock. And it seems like Botwan is happy with all the efficiency, like squeeze out of the GPUs. Now we're talking more about how do we like improve quality and controllability of these models so that like, you know, the high end of the market, the Hollywood creators, directors can take this to the next level. I saw some demos. Coincidentally, like, you know, this model came out of this. Same week prior to Astra, people were combining the Blender experience with H3 Max from Foul. Talk about how it's going to impact the Hollywood world. Using Blender with one of these AI models together is an extremely popular workflow for professional work. Basically, you render a low resolution of your scene, what you want to do using Blender, once you add that video as a reference to an AI model, you basically get close to 100% controllability. And this is an incredibly popular workflow for VFX artists, people who are doing this professionally, because they want to get exactly what they put into the model. And as you mentioned, a week after we launched VFX, H3 Max, people starting creating, generating these beautiful scenes using an LLM model, GPT Astra in Blender, and all of a sudden it unlocked. a whole new possibility [30:00] using an LLM to create a blender scene and then passing that to the H3 Max model or any video model. But it works very well with H3 Max because it's extremely fast and you can like try many things all at once in parallel. And that unlocked the whole new workflow for Hollywood and professional people. And it gets you to like close to 100%. Contra-drulyty. As I said, we have been very, very focused towards speed, performance, quality, and now we have a really good base model. I think... The next month or two is going to be fully focused on, okay, how much controllability we can add to these models so that professionals at studios, professionals who want to actually control. produce content that fits their use cases perfectly can leverage these models. The team has been working on an amazing lip synchronization model where you can just supply the audio, you can supply your audio. You can supply a video or an image reference, and then it can synchronize the lips perfectly. Same with motion controls. You can just take a motion of someone dancing and apply it to your AI-generated character, and it fits perfectly. You can get these results with basic prompting, and you're going to get 80%, 90% reliability. generation perfectly and that's what we've been pushing. One big launch that we had last week was the camera controls, which is essentially you can direct where the camera is going within the video. perfectly to the degree. And this is by like describing in the prompt or like generating the... You just essentially like underneath, you give a JSON of like, I want camera at like 0, 0, 0, at T0. I want camera at like 90 degree angle at T1. Like you essentially supply a structured, structured description of where your camera needs to be at any point in time. And then the model is like perfectly conditioned to regard it as like the only source of truth. And it doesn't like hallucinate, like where the camera should go. And it's just like, you can essentially reconstruct 3D scenes from a single input, like because the model is itself is like very good video model. perfectly adheres to the camera itself. And this is because the base model itself already has the understanding of the camera angle that you can... It doesn't respect it. It just under... you need to tune them all. You need to tune them all to a signaling degree. And this is what enables at large scale post-training infrastructure. We now have the infrastructure to take HTMACs, add any capability to it. Same applies for any new model. If there's a new video model, we essentially spend most of the time building it as an infrastructure than just one-off training runs so that we can build services around this for not just open source models, but for frontier close source models as well. Because we see in the market, this is the biggest gap. It's just how controllable these models are. First, we start with text-to-video where you put a prompt, you got a video back, it was good, but you never could describe the perfect character for you. We had image to video where you used an image editing model and then generated the first scene. And then the model was obviously much more fitting. But you still couldn't say, oh, I want this new character appear at second tree. You need to put it to the first frame or you can prompt it, but it was never perfect. And then we had a reference to video where you can provide an initial starting frame. And you can also provide, I want these characters with these voices. That's also a big unlock where you can essentially say, this is the voice for this character. Like, you know, we are adding, oh, within the scene, I want camera to look at this degree at like T0, on camera to look at this degree at like T3. And then we are adding lighting controls where you essentially say where the light is coming from. These are all compounding on top of each other. And we just have the unified infrastructure to just apply the Stany model at this point. That's incredible. Hollywood is our fastest growing segment. And... And there's a lot of noise about how I might distract Hollywood, but Hollywood usage was... non-existent a year ago. And in the past year, it grew and now it's the fastest growing segment. Like, Amazon MGM Studios in their conference, they released their NARA tool. It's mostly backed by file infrastructure behind the scenes. And we are seeing incredible, incredible pull coming from Hollywood. And exactly what they need, these like small point solutions rather than generating everything from scratch. They want to be able to extend the video a little bit. They want to be able to change the camera controls. Someone has to build these solutions for them. What Hollywood needs and what the creators actually need and what the research labs are working on, there's a little bit of a disconnect there. And we believe we can come in and do these things [35:00] post-training projects to close that gap. Because we work with all the Hollywood studios and we hear from them what they need. And these are exactly the things they need. These small point solutions that actually make them more efficient. push out more video and AI can actually close that gap very nicely. Maybe say in a little bit different way, like we have been staring at this problem for the last three years as well. Like we see like companies trying to like build a, you know, movie director, like video model, like by either pre-trained or post-trained on the video side. But what I'm hearing is like different people expressing the way they want the Consumers talk about it and then like write the prompt and generate the results very differently from a Hollywood director, which is obvious, right? Like professionals want to talk about like, you know, these camera angles. They want to talk about the lighting. Like you sort of have built a library or like a collection of post-training like designs. I'd call it data and toolkits that can apply these, any model that you can like grab the weights on so that they are adapted to like a different audience where they can express their creativity in a bit different fashion to control the model. 100%. unlocks a lot of capability underneath. And half the problem was capabilities of these models. We are solving that. The other half of the problem was capabilities. legal and data residency, things like that. We made a ton of progress there as well. We now have a system of people can apply with their own IP and we unlock their own IP in the models. We are going to grow that and that's going to be a very powerful thing we do with Hollywood Studios. Also, we now have Seadance US hosted as well. We already had previously other Chinese models. missing part. Every Hollywood studio wanted us to have it US hosted. Now that's available. So there are no obstacles there. in front of these Hollywood studios now. Everything is ready and we believe they're going to, 10x, 100x their AI usage in the coming months. It's such an exciting world for movie lovers, consumers, people who consume a lot of video and creative content. And we have our conference, Generative Media Conference, next week. This is our second time we are doing it. Last year, it was mostly consumer AI. There were maybe a couple of Hollywood executives here and there, just curious about it. And now it's dominated by studios. New AI studios who are like, offshoots of the bigger studios trying to do like only AI shows, but also like the biggest of the Hollywood studios are also there because now they have big plans integrating AI into their workflows, into their existing systems. So you can see the change in the attendance of the conference as well. That's awesome. Well, for the audience, check out the content coming out of the Gen Media conference. It's going to be very, very exciting. And thank you so much, Gorkum and Batuan coming on to our show. It's a super exciting time for Gen Media. Thank you. Spotify. Follow us on X at A16Z and subscribe to our Substack at a16z.substack.com. Thanks again for listening, and I'll see you in the next episode. including a link to our investments, please see a16z.com forward slash disclosures. Bye. . Thank you.