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---
license: other
license_name: diogenes-evaluation-only
license_link: LICENSE
language:
- en
tags:
- video
- gameplay
- human-demonstration
- keyboard-mouse
- action-annotation
- depth
- camera-pose
- multi-camera
- world-model
- non-trainable
size_categories:
- n<1K
extra_gated_heading: Request access to the Diogenes Capability Demo v01
extra_gated_description: >-
Access is restricted. Enter the access code supplied to you by Diogenes Lab.
Requests submitted without a valid code are rejected. Nothing in this repository
may be used to train, fine-tune, or evaluate any model.
extra_gated_button_content: Request access
extra_gated_fields:
Access code: text
Organization: text
Intended use: text
I confirm I will NOT use this data to train, fine-tune, or evaluate any model: checkbox
---
# Diogenes Capability Demo v01
**One place to see what the capture line produces**, across every data type we
currently collect, without downloading hundreds of gigabytes first.
Each video below is rendered directly from a real delivered package. The panels are
the actual files — the action HUD is read from the frame record, the depth panel is
the delivered EXR, the point cloud is back-projected from that depth using the
delivered poses. Nothing is illustrative.
## ⚠️ Not for model training
Everything here is `non_trainable` and `production_certified: false`. Permitted use is
evaluation of capture quality, schema, and time alignment. Not permitted: training,
fine-tuning, or evaluating any model; redistribution outside approved collaborators.
Depicted game content remains the copyright of its respective publishers. Diogenes Lab
claims no rights to it.
## The videos
| File | Shows | Length |
|---|---|---|
| `video/A1-gameplay-action-record-en.mp4` | Human gameplay with the per-frame action record: held keys, mouse buttons, pointer delta, decoded action labels, process audio, and the integrity counters — beside the frame they describe | 24 s |
| `video/A3-depth-fallout4-commonwealth-120s-en.mp4` | A 120 s depth package: RGB, view-space linear depth in metres, and the fused world-space point cloud with the camera path | 122 s |
## The four data types we collect
### 1. Human-annotator gameplay capture — the volume line
A person plays a commercial title on their own machine; we record the window, the input
device stream, and the process audio on one clock.
Per clip: `video.mp4` · `frames.jsonl.zst` · `events.jsonl.zst` · `audio.pcm.zst` ·
`meta.json` · `manifest.json`.
One row of `frames.jsonl`, one per video frame:
```json
{"frame": 36, "session_frame": 26258, "video_t_us": 600000,
"output_qpc_start": 62647900169, "output_qpc_end": 62648066836,
"source_qpc": 62648006256, "source_seq": 12379,
"duplicate": false, "source_superseded": 0, "queue_drop": 0,
"keys": [87], "buttons": [], "actions": ["camera.yaw", "move.forward"],
"pointerDx": 1, "pointerDy": 0, "pointerBins": [0, 0], "events": [], "src": "rec"}
```
Two things worth noticing. `actions` is a decoded label — the semantic meaning of the
input under that title's binding, not just the scancode — so the record is portable
across titles. And `duplicate` / `source_superseded` / `queue_drop` are shipped in the
data rather than suppressed, so a buyer can measure our capture integrity instead of
trusting it.
`events.jsonl` keeps the raw device stream with hardware timestamps alongside the
frame-aligned view; the two are reconcilable, and neither is derived from the other
after the fact.
Live sample: `DiogenesLab/Diogenes_Gameplay_raw_sample_v01` and
`DiogenesLab/Diogenes_Gameplay_validation_sample_v01`.
### 2. Depth + pose packages — the geometric line
Same capture, plus a per-frame linear depth map and a per-frame camera pose, so the
footage can be lifted into 3D. Delivered as video + `depth.zip` (fp16 EXR) +
`action_camera_30fps.json` + `action_camera.json` + `systeminfo.json` + `QC/` +
`sha256.json`.
Live sample: `DiogenesLab/Diogenes_Depth_Pose_sample_v01`, which includes the
projection conventions needed to reproduce the reconstruction and the measured
cross-frame consistency figure.
### 3. Engine-side multi-camera — the controlled line
Four cameras observing one scene on one clock, generated from a declared motion plan,
with bidirectional image-space overlap measured per camera pair and gated at delivery.
Delivered as four video lanes + four `action_camera_N.json` + `covis.json` +
`plan.json` + `provenance.json` + QC.
`spec/` in this repository carries the JSON Schemas for these packages. Sample footage
is available under NDA rather than here, because the scene asset in the current
validation packages is licensed for internal validation only.
### 4. Spatial derivatives
Fused point clouds, TSDF meshes (GLB/PLY), and self-contained interactive viewers built
from the depth line. Produced on request per package.
## Schemas
`spec/` contains the delivery JSON Schemas as authored:
- `action_camera_sfm_30fps.schema.json`, `action_camera_sfm_15fps.schema.json` — depth line
- `action_camera_mc_cam1.schema.json`, `action_camera_mc_camN.schema.json` — multi-camera line
- `plan.schema.json` — the motion plan a controlled capture is generated from
- `systeminfo.schema.json` — capture surface geometry
Field naming in these schemas follows the requesting party's original samples,
including some irregular key names. They are reproduced as-is on purpose; silently
"correcting" a key name is how an integration breaks.
## Titles
The client ships 15 titles; 8 are admitted for capture at present, spanning
first-person shooters, third-person action RPGs, driving simulation, and real-time
strategy. Per-title input coverage differs — some titles expose a richer key surface
than others — and coverage is documented per title rather than averaged away.
## Access
All Diogenes Lab sample repositories share one access code, but permission is granted
per repository. Request each separately.