# Glossary of realtime video and world model terms

> Definitions for realtime video and world models: sessions, chunks, autoregressive diffusion, KV cache, visual drift, transport and ready-second billing.

Source: https://windflow.online/glossary · Updated 2026-10-11 · Windflow Labs

The vocabulary of realtime video generation, in the order a developer tends to meet it. Definitions are short on purpose; the guides go deeper.

## Terms

### Realtime model

A model that produces output continuously while it is being steered, at a pace a viewer can watch live. It differs from a batch model, which takes a request and returns a finished file after a wait. Realtime video models, interactive world models and live video editors are all realtime models.

### Realtime video generation

Generating video fast enough, and in small enough pieces, that frames can be delivered to a viewer while later frames are still being computed. It usually relies on autoregressive generation in chunks and on a client that buffers a short playout window.

### Interactive video

Video that responds to input while it plays: a changed prompt, a camera move, a key press or a webcam frame. The response arrives within seconds or less, not after a re-render.

### World model

A generative model that simulates an environment frame by frame, conditioned on what happened before and on the actions taken. A world model produces a scene you can act in rather than a clip you only watch.

### Navigable world model

A world model controlled by movement and look controls, typically WASD keys plus a camera direction, usually starting from a seed image. Examples on Windflow are LingBot-World, Matrix-Game, DreamX-World and ABot-World.

### Seed image

The starting image a world model or image-to-video model is conditioned on. The first frames, the style and the setting of the generated world follow from it.

### Session

A held GPU assigned to one running model. You connect once, send controls and receive frames over the same connection while the model keeps running, then release it. A session is the unit that is started, steered and billed.

### Ready session-second

Windflow's billing unit: one second during which a session is ready and returning frames. Queueing and worker startup are not counted. Rates are published per model; see [pricing](https://windflow.online/pricing).

### Track

A named stream a session sends or receives. Windflow models return video on `main_video` and, for models that generate sound, audio on `main_audio`. Webcam input travels on a send-only track.

### Prompt steering

Changing a text prompt while a session runs so the generated video follows the new direction. Depending on the model, the change blends in softly or waits for the next chunk or window boundary.

### Soft transition and scene cut

A soft transition keeps the model's rolling history, so subjects, layout and camera motion continue as the prompt changes. A scene cut discards that history to start independent content, which is cleaner for a new shot but costs a restart of the history.

### Autoregressive video generation

Generating video in sequence, each chunk conditioned on what was already produced, instead of generating every frame at once. It is what lets a stream continue indefinitely and accept new input between chunks.

### Chunk, block and window

The unit a model generates at a time: a fixed number of frames, such as 12, 24 or 33, or a longer window of several seconds. Controls sent during generation typically take effect at the next boundary, so chunk length sets how quickly a model reacts.

### Diffusion transformer (DiT)

A diffusion model whose denoising network is a transformer operating on video latents. Most current video generators, including Helios, LongLive, LingBot-World and LTX, are built this way.

### Denoising step

One pass of the denoising network. Standard diffusion needs many; realtime models are distilled to a handful, which is the main lever on how fast a chunk is produced.

### Distillation

Training a model to reach in a few steps what a teacher model reaches in many. Techniques named in realtime video work include Self-Forcing, which trains the model on its own autoregressive output, and DMD2, a few-step distribution-matching distillation.

### KV cache and rolling history

The stored attention keys and values of frames already generated. An autoregressive model reuses them so each chunk does not recompute the past; a rolling cache drops the oldest frames to keep memory bounded, which is why very old content can be forgotten.

### Drift

Gradual degradation over a long autoregressive run: identity, colour or geometry slowly wander because each chunk inherits the previous chunk's small errors. Long-running models counter it with anchoring, memory and re-conditioning.

### Re-anchoring

Periodically refreshing a long run with a clean conditioning signal, such as the original reference frame, to pull it back toward the intended look. A refresh can be visible as a brief jump.

### Time to first frame

The delay between starting a session and the first frame reaching the viewer. For windowed models it can include a whole window of generation, so it is longer than the steady-state delay between frames.

### Control latency

The delay between sending a control and seeing its effect on screen. It has two parts: how long until the next chunk boundary, and how long the stream takes to reach the viewer.

### Playout buffer

A short queue on the client that smooths uneven frame arrival. A bigger buffer hides stalls and adds latency; a smaller one does the opposite.

### WebRTC

A real-time media protocol built on UDP, with congestion control, loss recovery and browser support. It suits clean links and interactive audio and video; on a lossy path, keyframe recovery can cause visible freezes.

### WebSocket (H.264)

A single TCP connection carrying encoded video frames and control messages. It is simple to traverse and to debug, and it trades WebRTC's loss handling for in-order delivery.

### Super-resolution

A learned upscaler that turns frames generated at a lower resolution into the delivery resolution, for example 896 × 512 into 1344 × 768. It lets a model generate faster and still deliver more detail.

### Image-to-video and text-to-video

Image-to-video starts from a reference image; text-to-video starts from a prompt alone. Many realtime models accept either, and some take only one.

### Joint audio-video generation

Generating sound together with the picture in one model, so dialogue, ambience and music follow the scene, as opposed to dubbing audio onto finished video afterwards. LTX-2.5 and MiniMax FastH3 work this way.

### Open weights

A model whose trained parameters can be downloaded and run by anyone, under the licence its authors chose. Open weights are not the same as an unrestricted licence: terms on commercial use, territory and disclosure vary by model.
