Memory / revisit — a 4th axis (NEW)

Can a method REMEMBER what it has already seen? Single-shot & sliding-window generators have no persistent world state — when the camera revisits an observed pose or returns after wandering into unseen space, they re-hallucinate it rather than recall it. These two new benchmark families isolate exactly that. Both score only on real GT: the revisit/return legs carry true ground-truth frames; the synthetic away-legs are masked out upstream.
Two families × three sources (Kubric-4D clean-GT primary, DL3DV static, SpatialVID dynamic). M1 multi_visit = REVISIT-CONSISTENCY (GT-fidelity at a revisited observed pose + cross-visit self-consistency drift). M2 moving_back = RETURN-FIDELITY (quality back at the observed pose after a round-trip, and the PSNR degradation vs the pre-departure observed baseline — the forgetting signal). pending = method has outputs but is not yet scored on this family; methods with no run are omitted. 9 methods scored per benchmark now (incl. the dedicated spatial-memory model spmem and the warp-conditioned Wan2.1-14B variant FrameCrafter, both on all six memory benchmarks — both families × all three scene types); FlexWorld/TrajCrafter/ViewExtrapolator/Voyager and spmem on the still-generating long-horizon set remain pending.
Headline — explicit geometric caching, not learned memory, enables return-fidelity. Now confirmed across all three scene types. The moving-back degradation column (return-PSNR drop vs the method’s own pre-departure observed baseline; smaller = better memory) is the story, and the same split now holds across static-real (DL3DV), synthetic (Kubric-4D clean-GT), AND dynamic-real (SpatialVID) — so it is a real capability gap, not a domain or render artifact.
  • Geometric memory WORKS. Per-scene 4D-GS (Shape-of-Motion) stores the whole scene and barely degrades — −0.8 dB (DL3DV) / −1.0 dB (SpatialVID). Among forward generators, GEN3C — which keeps an explicit 3D point cache — is the best by a wide margin and is the only generator that stays low on every scene type: −17.0 dB (DL3DV) / −13.8 dB (Kubric) / −17.5 dB (SpatialVID) (return-PSNR 17.3 / 22.4 / 17.3).
  • Learned / neural spatial memory does NOT (yet). spmem — the dedicated spatial-memory paper, now scored on all six memory benchmarks — collapses −30.0 dB (DL3DV) / −24.1 dB (Kubric) / −32.0 dB (SpatialVID), among the worst on all three. The collapse is uniform across static, synthetic and dynamic, so it is not a domain gap; the learned memory simply isn’t recalling the observed pose — it forgets exactly like the memoryless single-shot generators.
  • The memoryless single-shot generators all collapse in the same band. Lyra 2.0 (−28.1 / −19.4 / −27.6), Ours(base VACE) (−28.2 / −21.7 / −29.2), NVS-Solver (−31.9 / −21.0 / −31.0), ViewCrafter (−28.5 / −25.4 / −32.5) dB — the ~−20 to −32 dB band that motivates this axis: today’s strongest extrapolators have no working memory, and spmem sits squarely inside it.
Honest caveat: Matrix-Game 3.0’s tiny degrade (−1.8 DL3DV / −9.5 Kubric / −3.7 SpatialVID dB) is not memory — it is an artifact of uniformly-low quality (return-PSNR ≈ 11 with observed-baseline ≈ 13–21 on all three), so there is little to forget. Always read the degrade column together with the absolute return-PSNR.

Headline result — return-degradation across all three scene types CAMPAIGN HEADLINE

The single number that carries this axis: return-PSNR degradation (drop vs the method’s own pre-departure observed baseline — lower bars = better memory). Six key methods × three scene types. The shape is identical everywhere: geometric caching stays near zero, every generator (learned-memory spmem included) collapses. All values are real-GT means read directly from the moving-back JSONs.
Return-PSNR degradation after a round-trip (dB)↓ lower = better memory05101520253035degrade (dB)Shape-of-Motion · DL3DV (static-real): -0.8 dB1n/aShape-of-Motion · SpatialVID (dyn-real): -1.0 dB1Shape-of-MotionGEN3C · DL3DV (static-real): -17.0 dB17GEN3C · Kubric (synthetic): -13.8 dB14GEN3C · SpatialVID (dyn-real): -17.5 dB18GEN3COurs · VACE · DL3DV (static-real): -28.2 dB28Ours · VACE · Kubric (synthetic): -21.6 dB22Ours · VACE · SpatialVID (dyn-real): -29.2 dB29Ours · VACELyra 2.0 · DL3DV (static-real): -28.1 dB28Lyra 2.0 · Kubric (synthetic): -19.4 dB19Lyra 2.0 · SpatialVID (dyn-real): -27.6 dB28Lyra 2.0spmem · DL3DV (static-real): -30.0 dB30spmem · Kubric (synthetic): -24.1 dB24spmem · SpatialVID (dyn-real): -32.0 dB32spmemNVS-Solver · DL3DV (static-real): -31.9 dB32NVS-Solver · Kubric (synthetic): -21.0 dB21NVS-Solver · SpatialVID (dyn-real): -31.0 dB31NVS-SolverDL3DV (static-real)Kubric (synthetic)SpatialVID (dyn-real)
MethodReturn-PSNR degrade↓ (dB, lower = better memory)memory mechanism → verdict
DL3DV
static-real
Kubric-4D
synthetic
SpatialVID
dyn-real
Shape-of-Motion · 4D-GS per-scene 4D-GS−0.83−1.01geometric — stores the scene
GEN3C · Cosmos-7B 3D point cache−17.04−13.85−17.52explicit 3D cache — best generator
Ours · VACE-14B warp re-derive−28.18−21.65−29.21memoryless (re-derives from warp)
Lyra 2.0 · Wan2.1-14B single-shot−28.12−19.37−27.62memoryless
spmem · spatial-memory learned memory−29.99−24.08−32.00learned memory — collapses too
NVS-Solver single-shot−31.93−21.03−30.97memoryless
Shape-of-Motion is a per-scene 4D-GS reconstruction (the no-forgetting upper bound, not a forward generator) and is N/A on Kubric-4D where the OURS row is the warp-anchored VACE generator. Read across the three columns: the only method that holds on all three scene types is GEN3C’s explicit 3D cache; the dedicated learned-memory model spmem collapses hardest of the generators on every type (−24 to −32 dB), confirming the finding is about caching mechanism, not domain or motion.

M1 · multi_visit — revisit-consistency

Revisit a fixed observed pose 3× over the trajectory. ★ Revisit GT-fidelity = PSNR/SSIM/LPIPS vs the real GT frame at that pose (does the revisit match reality?). Cross-visit drift = self-PSNR/SSIM/LPIPS between the method's own visits to the same pose (GT-free — does it stay consistent with itself?). High self-PSNR with low GT-PSNR = consistently wrong; per-scene 4D-GS shows near-perfect self-consistency (it renders one fixed scene) as the reference.

M1a · Kubric-4D clean-GT PRIMARY — revisit a fixed observed pose (no warp confound)

Method★ Revisit GT-fidelity (vs real GT at revisited pose)Cross-visit drift (GT-free self-consistency)n
PSNR↑SSIM↑LPIPS↓self-PSNR↑self-SSIM↑self-LPIPS↓
Ours · Wan2.1-VACE-14B OURS19.460.7720.22933.690.9550.02630
GEN3C · Cosmos-7B20.410.8320.24625.680.8880.12230
ViewCrafter13.580.4710.58414.240.5130.50030
FrameCrafter · Wan2.1-14B16.330.4170.45918.880.6120.38627
NVS-Solver20.410.7620.24128.090.8960.08130
Lyra 2.0 · Wan2.1-14B19.390.7870.25226.910.8990.08230
spmem · spatial-memory memory15.870.4950.51121.050.7120.32030
Matrix-Game 3.011.100.4840.73515.890.7240.33030

M1b · DL3DV static — revisit a fixed observed pose 3×

Method★ Revisit GT-fidelity (vs real GT at revisited pose)Cross-visit drift (GT-free self-consistency)n
PSNR↑SSIM↑LPIPS↓self-PSNR↑self-SSIM↑self-LPIPS↓
GEN3C · Cosmos-7B15.860.4840.48515.610.4770.46914
ViewCrafter12.500.3230.63613.650.3790.53514
FrameCrafter · Wan2.1-14B16.690.4810.38916.990.5190.38112
NVS-Solver11.780.3490.72612.820.4370.61814
Shape-of-Motion · 4D-GS per-scene 4D-GS19.590.6280.47957.810.9980.00114
Lyra 2.0 · Wan2.1-14B13.420.3850.64314.920.4620.56414
spmem · spatial-memory memory11.990.3510.73014.870.4830.52712
Matrix-Game 3.010.810.3530.76113.160.4910.60714

M1c · SpatialVID in-the-wild dynamic — revisit

Method★ Revisit GT-fidelity (vs real GT at revisited pose)Cross-visit drift (GT-free self-consistency)n
PSNR↑SSIM↑LPIPS↓self-PSNR↑self-SSIM↑self-LPIPS↓
Ours · Wan2.1-VACE-14B OURS15.330.5130.50714.710.4980.52527
GEN3C · Cosmos-7B16.860.5670.40617.590.5910.37830
ViewCrafter9.100.2580.7989.860.2570.73329
FrameCrafter · Wan2.1-14B17.600.5330.36218.510.6110.34028
NVS-Solver12.830.4410.63415.520.6030.46830
Shape-of-Motion · 4D-GS per-scene 4D-GS17.540.5980.55752.830.9960.00228
Lyra 2.0 · Wan2.1-14B15.420.4950.44118.150.5780.28930
spmem · spatial-memory memory11.180.4370.68913.350.6110.52327
Matrix-Game 3.010.130.3910.72113.220.5250.55630
Self-consistency (cross-visit) is trivially near-perfect for the per-scene 4D-GS reconstructor (it renders ONE optimized scene every visit — self-PSNR ~50–58 dB) — that is the geometric-memory upper bound, not a generative result. Among forward generators, GT-fidelity on Kubric-4D clean-GT separates the memory-equipped (Lyra 2.0 19.4 dB) from the memoryless (Matrix-Game 3.0 11.1 dB). Ours(base VACE) is competitive on the primary clean-GT revisit (19.5 dB) by re-deriving the pose from warp conditioning.

M2 · moving_back — return-fidelity

Move away into unseen space, then return to a previously-observed pose. ★ Return fidelity = PSNR/SSIM/LPIPS at the returned pose vs GT. obs-PSNR = the method's own quality at that pose before departing (the baseline). degrade = the PSNR drop after the round-trip (the memory/forgetting metric — smaller is better). away = mean camera distance travelled before returning.

M2a · Kubric-4D clean-GT PRIMARY — move away into unseen space, then return

Method★ Return fidelity (back at the observed pose)Return contextn
PSNR↑SSIM↑LPIPS↓obs-PSNR↑degrade↓away
Ours · Wan2.1-VACE-14B OURS18.420.7230.27440.07+21.6519.9230
GEN3C · Cosmos-7B22.440.8790.18536.28+13.8519.9230
ViewCrafter13.640.4720.57339.00+25.3519.9230
FrameCrafter · Wan2.1-14B16.080.3760.51340.07+24.0019.9230
NVS-Solver19.050.7690.24340.08+21.0319.8624
Lyra 2.0 · Wan2.1-14B20.690.8360.19940.06+19.3719.5729
spmem · spatial-memory memory16.000.4960.51440.08+24.0819.9230
Matrix-Game 3.011.060.4940.75220.61+9.5519.9230

M2b · DL3DV static — move away, then return to the observed pose

Method★ Return fidelity (back at the observed pose)Return contextn
PSNR↑SSIM↑LPIPS↓obs-PSNR↑degrade↓away
GEN3C · Cosmos-7B17.300.5190.39934.33+17.044.6614
ViewCrafter12.260.3120.65940.71+28.454.6614
FrameCrafter · Wan2.1-14B10.720.2440.73041.72+31.004.8112
NVS-Solver9.880.3010.78741.82+31.934.6614
Shape-of-Motion · 4D-GS per-scene 4D-GS20.020.6420.44220.86+0.834.6614
Lyra 2.0 · Wan2.1-14B13.690.3790.63341.82+28.124.6614
spmem · spatial-memory memory11.730.3440.73841.72+29.994.8112
Matrix-Game 3.011.250.3430.73213.06+1.824.6614

M2c · SpatialVID in-the-wild dynamic — move-back

Method★ Return fidelity (back at the observed pose)Return contextn
PSNR↑SSIM↑LPIPS↓obs-PSNR↑degrade↓away
Ours · Wan2.1-VACE-14B OURS13.030.4400.61642.24+29.215.2527
GEN3C · Cosmos-7B17.300.5810.36534.81+17.525.1630
ViewCrafter9.070.2620.77641.60+32.545.1829
FrameCrafter · Wan2.1-14B9.630.2140.76442.19+32.565.1630
NVS-Solver11.220.3700.70642.19+30.975.1630
Shape-of-Motion · 4D-GS per-scene 4D-GS17.000.5830.56918.00+1.015.2528
Lyra 2.0 · Wan2.1-14B14.570.4750.52142.20+27.625.1630
spmem · spatial-memory memory10.240.4090.74342.24+32.005.2527
Matrix-Game 3.011.330.3760.62015.01+3.685.1630

M3 · Kubric-4D return-fidelity by away-distance bin PRIMARY clean-GT

The angle bin = how far the camera travelled into unseen space before returning (30° nearby → 180° full back-and-return). Return-PSNR holds roughly flat across bins for the warp-anchored methods (they re-derive the observed region from the conditioning), exposing whether quality is driven by memory or by re-warping.
Method30°60°90°120°180°
ret-PSNR↑degrade↓ret-PSNR↑degrade↓ret-PSNR↑degrade↓ret-PSNR↑degrade↓ret-PSNR↑degrade↓
Ours · Wan2.1-VACE-14B OURS18.36+21.718.49+21.618.42+21.718.40+21.718.44+21.6
GEN3C · Cosmos-7B22.62+13.722.49+13.822.57+13.722.31+14.022.19+14.1
ViewCrafter13.64+25.413.64+25.413.64+25.413.64+25.413.64+25.4
FrameCrafter · Wan2.1-14B16.08+24.016.08+24.016.08+24.016.08+24.016.08+24.0
NVS-Solver18.75+21.318.95+21.119.64+20.319.07+21.018.96+21.1
Lyra 2.0 · Wan2.1-14B20.43+19.720.58+19.520.59+19.520.56+19.521.39+18.6
Matrix-Game 3.011.06+9.511.06+9.511.06+9.511.06+9.511.06+9.5
How to read ‘degrade’: a large positive degrade means the method was sharp at the pose before leaving but forgot it after wandering — pure generative re-hallucination, no memory. Per-scene 4D-GS (~−0.8 to −1.0 dB) is the no-forgetting reference (it stores the whole scene); the explicit 3D-cache generator GEN3C (−17.0 / −13.8 dB) is the best forward method, while the single-shot generators’ −20 to −32 dB collapse is the open problem this axis exposes. Crucially, the dedicated learned spatial-memory model spmem collapses just as hard (−30.0 DL3DV / −24.1 Kubric / −32.0 SpatialVID dB) on all three scene types — learned memory is not yet recalling the observed pose; explicit geometric caching is. Honest scope: these benches are young — 9 methods scored per source now (spmem and FrameCrafter both folded in across all six memory benchmarks, confirming the collapse on static-real, synthetic AND dynamic-real; FlexWorld/TrajCrafter/ViewExtrapolator/Voyager and spmem on the still-generating long-horizon set remain pending); the numbers shown are real-GT means, never fabricated.