Datasets:
Dataset card: structure, usage, configs + evidence
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README.md
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| 1 |
+
---
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| 2 |
+
license: other
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| 3 |
+
license_name: provenance-and-license-to-follow
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| 4 |
+
task_categories:
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| 5 |
+
- depth-estimation
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| 6 |
+
- image-to-image
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| 7 |
+
tags:
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| 8 |
+
- depth
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| 9 |
+
- monocular-depth
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| 10 |
+
- rgbd
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| 11 |
+
- game-engine
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| 12 |
+
- dense-ground-truth
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| 13 |
+
- pretraining
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| 14 |
+
size_categories:
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| 15 |
+
- 10K<n<100K
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| 16 |
+
pretty_name: OriginLab Game-Depth (RGB + Dense Z-Buffer)
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| 17 |
+
configs:
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| 18 |
+
- config_name: default
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| 19 |
+
data_files:
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| 20 |
+
- split: train
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| 21 |
+
path: data/train-*.parquet
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| 22 |
+
- split: test
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| 23 |
+
path: data/test-*.parquet
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| 24 |
+
- split: extra
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| 25 |
+
path: data/extra-*.parquet
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| 26 |
+
---
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| 27 |
+
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| 28 |
+
# OriginLab Game-Depth: RGB + Dense Z-Buffer Depth
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| 29 |
+
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| 30 |
+
Dense depth from game engines, as a scalable substitute for scarce real depth ground truth.
|
| 31 |
+
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| 32 |
+
## Abstract
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| 33 |
+
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| 34 |
+
Dense depth ground truth is the bottleneck in monocular depth estimation. Real sensors are sparse, noisy,
|
| 35 |
+
or indoor-only, and purpose-built synthetic datasets are expensive and narrow. Game engines already render
|
| 36 |
+
a dense, exact z-buffer for every frame, for free. We ask whether that signal can stand in for real data.
|
| 37 |
+
Training a depth model from scratch on ~17.8k game frames, roughly a quarter of the synthetic corpus behind
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| 38 |
+
the Lotus baseline, we find it transfers to real outdoor scenes better than that baseline (KITTI AbsRel
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| 39 |
+
0.191 vs 0.224), while indoor scenes remain its frontier. The reason is geometric rather than cosmetic: the
|
| 40 |
+
game corpus teaches an outdoor ground-plane structure that real driving data shares, even though its pixels
|
| 41 |
+
look nothing alike. We therefore position game z-buffers as a scalable pre-training substrate, a cheap
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| 42 |
+
geometric prior for initializing models before fine-tuning on limited real data, rather than a replacement
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| 43 |
+
for real data.
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| 44 |
+
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| 45 |
+
*This is a preview evidence card; raw RGB is withheld pending provenance review. A few analyses are still in
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| 46 |
+
progress (the causal ablation in Section 4 and the scaling and multi-seed studies in Section 7); they will
|
| 47 |
+
be added here as they complete.*
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| 48 |
+
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| 49 |
+
## Dataset structure
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| 50 |
+
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| 51 |
+
Each example is one RGB frame paired with dense depth from the engine z-buffer:
|
| 52 |
+
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| 53 |
+
- `image` : RGB frame (1080x1920), PNG.
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| 54 |
+
- `depth_nearness` : relative log-nearness stored as a 16-bit PNG. Decode with
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| 55 |
+
`nearness = numpy.array(x) / 65535.0` (in [0,1], near = 1). This is relative, not metric.
|
| 56 |
+
- `valid` : validity mask (0 or 255).
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| 57 |
+
- `game`, `session`, `frame`, `split` : metadata.
|
| 58 |
+
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| 59 |
+
Splits (48,615 frames total):
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| 60 |
+
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| 61 |
+
- `train` (17,799) : the session-capped, stride-sampled curated training split used in the results below.
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| 62 |
+
- `test` (999) : session-disjoint held-out test set.
|
| 63 |
+
- `extra` (29,815) : the remaining frames (these share sessions with `train`); released so you can build
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| 64 |
+
your own curation instead of ours.
|
| 65 |
+
|
| 66 |
+
### Usage
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| 67 |
+
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| 68 |
+
```python
|
| 69 |
+
from datasets import load_dataset
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| 70 |
+
import numpy as np
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| 71 |
+
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| 72 |
+
ds = load_dataset("originlab/game-depth", split="train", streaming=True)
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| 73 |
+
ex = next(iter(ds))
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| 74 |
+
rgb = ex["image"] # PIL RGB
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| 75 |
+
nearness = np.array(ex["depth_nearness"]).astype("float32") / 65535.0 # [0,1], near = 1 (relative)
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| 76 |
+
valid = np.array(ex["valid"]) > 0
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| 77 |
+
```
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| 78 |
+
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| 79 |
+
## 1. Depth data is the bottleneck
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| 80 |
+
|
| 81 |
+
Every monocular-depth model is limited by the depth labels it can learn from. LiDAR is sparse and costly;
|
| 82 |
+
structured-light sensors are indoor-only and noisy; pseudo-labels inherit a teacher's blind spots.
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| 83 |
+
Synthetic datasets such as Hypersim and Virtual KITTI give dense, exact depth, which is why the strongest
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| 84 |
+
open diffusion-depth models train on them, but they are hand-authored, fixed in size, and narrow in domain
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| 85 |
+
(photoreal interiors, or a driving simulator).
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| 86 |
+
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| 87 |
+
Game engines sidestep the labeling problem entirely: the z-buffer that produces every rendered frame is
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| 88 |
+
dense per-pixel depth, available at capture time at no additional cost. Unlike a curated synthetic dataset,
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| 89 |
+
game capture is open-ended across any title, session, or environment, so the supply of dense depth grows
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| 90 |
+
with recording rather than with annotation budget. The question this card answers is whether depth learned
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| 91 |
+
from that source actually transfers to the real world.
|
| 92 |
+
|
| 93 |
+
## 2. A depth dataset from game engines
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| 94 |
+
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| 95 |
+
The dataset is 48,615 RGB frames (1080x1920) from 10 games across 98 sessions, each paired with dense
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| 96 |
+
per-pixel depth from the engine z-buffer (stored as log-nearness, `near = 1 - luma/65535`; relative, not
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| 97 |
+
metric). Splits are session-disjoint, so no scene leaks between train and test. Frames are stride-sampled to
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| 98 |
+
cut the temporal redundancy of contiguous gameplay (raw 3-fps extraction is about 21% near-duplicates; the
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| 99 |
+
sampled training split about 8%), and the training split is session-capped so no single session dominates.
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| 100 |
+
The composition is deliberately outdoor-heavy and 0% indoor, a fact that turns out to explain most of the
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| 101 |
+
results below. A per-game breakdown is in Section 8.
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| 102 |
+
|
| 103 |
+
The comparison that frames the rest of the card is with the data behind the Lotus baseline:
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| 104 |
+
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| 105 |
+
| | Lotus training data | This dataset (ours) |
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| 106 |
+
|---|---|---|
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| 107 |
+
| Sources | Hypersim + Virtual KITTI (2 curated datasets) | 10 commercial games, 98 sessions |
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| 108 |
+
| Train size | about 74k (54k + 20k) | 48,615 total; 17,799 used here |
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| 109 |
+
| Origin | purpose-built renders / driving sim | off-the-shelf gameplay capture |
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| 110 |
+
| Scenes | indoor + road | outdoor: forest, off-road, driving, FPS, party |
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| 111 |
+
| Depth GT | metric | relative log-nearness |
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| 112 |
+
| Scaling | fixed datasets | grows with capture, not labeling |
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| 113 |
+
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| 114 |
+
Our model is trained from scratch on roughly 4x fewer frames, entirely from games. That the resulting model
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| 115 |
+
is competitive at all is the first hint that the signal is dense and clean enough to matter.
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| 116 |
+
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| 117 |
+
## 3. Game depth transfers to real outdoor scenes
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| 118 |
+
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| 119 |
+
The central test is zero-shot transfer to a real benchmark the model never saw. On KITTI (1000-image
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| 120 |
+
annotated validation set), evaluated in a single fixed harness, the game-trained model has the lowest error
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| 121 |
+
of the diffusion-family models:
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| 122 |
+
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| 123 |
+
| Model (zero-shot) | AbsRel (lower better) | delta1 (higher better) |
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| 124 |
+
|---|---|---|
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| 125 |
+
| Ours (game, from scratch) | 0.191 | 0.720 |
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| 126 |
+
| Lotus (released) | 0.224 | 0.585 |
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| 127 |
+
| Marigold | 0.244 | 0.570 |
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| 128 |
+
| Depth-Anything-V2 (real-data reference) | 0.075 | 0.947 |
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| 129 |
+
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| 130 |
+
The gap is statistically clear, not noise: 95% bootstrap confidence intervals are [0.189, 0.194] for ours
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| 131 |
+
and [0.221, 0.226] for Lotus, which do not overlap.
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| 132 |
+
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| 133 |
+
A model that has only ever seen rendered game frames predicts real outdoor depth more accurately than one
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| 134 |
+
trained on purpose-built synthetic data, and it does so on real photographs, which tells us synthetic-RGB
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| 135 |
+
fidelity is not the limiting factor. The advantage is not superficial: it is strongest exactly where outdoor
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| 136 |
+
scene understanding lives, on the receding ground plane and at long range, and it holds when noisy boundary
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| 137 |
+
pixels are removed, so it reflects structure the model understands rather than sensor noise it happens to
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| 138 |
+
fit. Depth-Anything-V2, a discriminative model trained on massive labeled real data, sits far ahead of all
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| 139 |
+
diffusion models; it is a reference ceiling, not a same-recipe competitor.
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| 140 |
+
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| 141 |
+

|
| 142 |
+
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| 143 |
+
Zero-shot KITTI predictions across models (inverse-depth visualization; near bright, far dark; selected
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| 144 |
+
examples). The game-trained model recovers road geometry and vehicles cleanly, ahead of the other diffusion
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| 145 |
+
models on these frames. Depth-Anything-V2 (the real-data reference) remains strongest overall (Table above).
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| 146 |
+
|
| 147 |
+
## 4. The mechanism: geometry, not appearance
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| 148 |
+
|
| 149 |
+
Why would game frames transfer to real driving scenes? The intuitive guess, that the game RGB simply looks
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| 150 |
+
like KITTI, is wrong, and measuring it is what makes the real explanation clear.
|
| 151 |
+
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| 152 |
+
Embedding every image with DINOv2 and comparing distributions, the game data is in fact closest in
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| 153 |
+
appearance to indoor NYU, not outdoor KITTI:
|
| 154 |
+
|
| 155 |
+
| Pair | DINOv2 Frechet distance |
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| 156 |
+
|---|---|
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| 157 |
+
| game vs NYU | 0.98 |
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| 158 |
+
| game vs KITTI | 1.32 |
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| 159 |
+
|
| 160 |
+
If appearance drove transfer, the model would do best on NYU, the opposite of what happens. What the game
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| 161 |
+
data actually shares with KITTI is 3-D structure. Measuring the ground-plane signature of each dataset, how
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| 162 |
+
strongly distance increases from the bottom of the image to the top, the game corpus looks outdoor: its
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| 163 |
+
per-image ground-plane strength (median rho) clusters near KITTI (-0.79 vs -0.82) and far from indoor NYU
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| 164 |
+
(-0.56).
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| 165 |
+
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| 166 |
+

|
| 167 |
+
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| 168 |
+
A depth model learns geometry, not texture, so the game corpus hands it an outdoor ground-plane prior that
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| 169 |
+
happens to be exactly right for real driving scenes and exactly wrong for cluttered interiors. This single
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| 170 |
+
mechanism explains the whole pattern of results: the outdoor win, the indoor gap, and the value of the data
|
| 171 |
+
as a prior. To move this from a strong correlation to a causal claim, we are running the direct test:
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| 172 |
+
holding the game RGB fixed while progressively destroying the depth geometry, retraining, and watching
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| 173 |
+
transfer fall (results in progress).
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| 174 |
+
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| 175 |
+
## 5. Indoor is the frontier
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| 176 |
+
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| 177 |
+
The same prior that wins outdoors is a liability indoors. With no indoor frames in training, NYU is out of
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| 178 |
+
distribution, and the model loses zero-shot (AbsRel 0.149 vs Lotus 0.133). Fine-tuning on real NYU closes
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| 179 |
+
the gap. Under a matched learning-rate sweep (best checkpoint for each initialization), the game-pretrained
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| 180 |
+
model reaches AbsRel 0.116, statistically tied with the fine-tuned Lotus baseline (0.115), despite having no
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| 181 |
+
indoor data and roughly 4x less pre-training. We take the honest reading: indoor performance needs indoor
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| 182 |
+
data, and here game-pretraining matches, rather than beats, a curated-synthetic baseline. That parity is
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| 183 |
+
still a useful data-efficiency result, and it maps where the approach helps today (outdoor geometry) and
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| 184 |
+
where the next dataset version has to grow (indoor and more varied scenes).
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| 185 |
+
|
| 186 |
+
| Model | NYU AbsRel, zero-shot | NYU AbsRel, + NYU fine-tune |
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| 187 |
+
|---|---|---|
|
| 188 |
+
| Ours (game, from scratch) | 0.149 | 0.116 |
|
| 189 |
+
| Lotus (released) | 0.133 | 0.115 |
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| 190 |
+
| Marigold | 0.197 | not fine-tuned |
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| 191 |
+
| Depth-Anything-V2 (real-data reference) | 0.055 | not fine-tuned |
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| 192 |
+
|
| 193 |
+
(654-image Eigen test, cap 10 m, lower is better. Fine-tuned numbers use the matched learning-rate sweep,
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| 194 |
+
best checkpoint per initialization; ours and Lotus are statistically tied.)
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| 195 |
+
|
| 196 |
+

|
| 197 |
+
|
| 198 |
+
Game pre-training alone is weak indoors (third column, zero-shot: the outdoor prior is out of distribution
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| 199 |
+
for cluttered rooms), but it is a strong starting point. Fine-tuning on real NYU recovers the room layout
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| 200 |
+
and furniture (fourth column). Selected examples with the largest zero-shot-to-fine-tuned improvement.
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| 201 |
+
|
| 202 |
+
An earlier comparison at a single higher learning rate had suggested a larger game-pretraining advantage;
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| 203 |
+
that turned out to be an under-tuned Lotus baseline, which the matched sweep corrects. We report the
|
| 204 |
+
matched, fair numbers.
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| 205 |
+
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| 206 |
+

|
| 207 |
+
|
| 208 |
+
NYU predictions with both models fine-tuned on real NYU under the identical recipe (selected examples).
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| 209 |
+
The game-pretrained model produces indoor depth as close to the ground truth as the fine-tuned Lotus
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| 210 |
+
baseline, consistent with the tied metrics above.
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| 211 |
+
|
| 212 |
+
## 6. What this is: a scalable pre-training substrate
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| 213 |
+
|
| 214 |
+
Read together, the results describe a specific and useful role for game-engine depth. It is not a
|
| 215 |
+
replacement for real data; Depth-Anything-V2, trained on real labels, is far more accurate on the
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real-world benchmarks. It is a cheap, scalable geometric prior: dense and exact, free at capture time, and, as the KITTI result shows,
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carrying structure that transfers to the real world. The natural use is to pre-train on game depth and then
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fine-tune on whatever small real dataset a task allows, getting the benefit of a strong prior without the
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+
cost of collecting real dense depth.
|
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+
|
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+
Two in-domain observations reinforce this. First, the pre-training learns genuine structure: on held-out
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+
game frames our model predicts depth well ahead of Lotus. Second, and more telling, the real-data model
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+
that dominates the benchmarks is the weakest on our frames, which means the data carries structure that
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existing models have not already absorbed.
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+
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| Model on our game test set | SSI-MAE (lower better) | AbsRel |
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| 227 |
+
|---|---|---|
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+
| Ours (game) | 0.029 | 0.050 |
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+
| Lotus | 0.035 | 0.064 |
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+
| Marigold | 0.041 | 0.074 |
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+
| Depth-Anything-V2 (real-data SOTA elsewhere) | 0.055 | 0.098 |
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+
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## 7. Where this goes (v0.3.0)
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+
|
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- Scale: more frames and denser sampling, to test whether the outdoor margin widens (a data-scaling curve
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| 236 |
+
is in progress to show whether we are still data-limited).
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+
- Coverage: indoor and more varied scenes, to convert the indoor frontier into a strength.
|
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+
- Confidence: multi-seed variance and confidence intervals on every number, and the causal depth-geometry
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+
ablation of Section 4.
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+
|
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## 8. Dataset composition
|
| 242 |
+
|
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+
The training split (17,799 frames) spans 10 games; no single game dominates. The held-out game test set
|
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+
(999 frames) is session-disjoint and drawn from 5 of the games.
|
| 245 |
+
|
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+
| Game | Train frames | Train % | Test frames |
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| 247 |
+
|---|---|---|---|
|
| 248 |
+
| Game1 | 1,600 | 9.0 | 0 |
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| 249 |
+
| Game2 | 2,000 | 11.2 | 200 |
|
| 250 |
+
| Game3 | 1,600 | 9.0 | 0 |
|
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+
| Game4 | 2,000 | 11.2 | 200 |
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| 252 |
+
| Game5 | 800 | 4.5 | 200 |
|
| 253 |
+
| Game6 | 1,400 | 7.9 | 200 |
|
| 254 |
+
| Game8 | 2,000 | 11.2 | 200 |
|
| 255 |
+
| Game9 | 2,800 | 15.7 | 0 |
|
| 256 |
+
| Game10 | 1,800 | 10.1 | 0 |
|
| 257 |
+
| Game11 | 1,800 | 10.1 | 0 |
|
| 258 |
+
| Total | 17,799 | 100 | 999 |
|
| 259 |
+
|
| 260 |
+
Full corpus before session-capping and the train split is 48,615 frames. Machine-readable counts in
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+
[`results/game_distribution.json`](results/game_distribution.json).
|
| 262 |
+
|
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+
## Methodology and scope
|
| 264 |
+
|
| 265 |
+
Full detail in [`METHODOLOGY.md`](METHODOLOGY.md); machine-readable metrics (including per-frame) in
|
| 266 |
+
[`results/`](results/). In brief: all models run through one harness with per-model output conventions
|
| 267 |
+
handled explicitly, and predictions aligned to ground truth by least-squares scale-shift. The harness is
|
| 268 |
+
validated by Depth-Anything-V2 reproducing its published NYU number (about 0.055). KITTI is processed at
|
| 269 |
+
native resolution, because its roughly 3.4:1 frames are otherwise squashed and blurred. The controlled
|
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+
comparison is ours vs Lotus (identical recipe, only the data differs); Marigold and Depth-Anything-V2 are
|
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+
external checkpoints included as reference points, with inference settings disclosed. Depth only; normals
|
| 272 |
+
are out of scope. Point estimates are single-seed pending the variance study in Section 7.
|
| 273 |
+
|
| 274 |
+
Training footprint: the trained component is the SD2-base UNet (about 0.87B trainable parameters; VAE and
|
| 275 |
+
text encoder frozen), run for 6000 steps at effective batch 32, so roughly 192k images are seen, about 11
|
| 276 |
+
passes over the 17,799-frame split. Compute cost is a separate axis from data amount: under a step-matched
|
| 277 |
+
budget it stays fixed as the data is scaled down, so the data-utilization question (whether accuracy keeps
|
| 278 |
+
rising with more data) is answered by the data-scaling curve in Section 7, not by compute; the only coupling
|
| 279 |
+
is that smaller fractions imply more passes over the data (a memorization caveat for those points).
|
| 280 |
+
|
| 281 |
+
## Provenance and license
|
| 282 |
+
|
| 283 |
+
Provenance and license terms are being finalized and will be published here before any data release. Until
|
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+
then this is a private evidence card and raw RGB is withheld.
|
| 285 |
+
|
| 286 |
+
## References
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+
|
| 288 |
+
1. N. Silberman, D. Hoiem, P. Kohli, R. Fergus. "Indoor Segmentation and Support Inference from RGBD
|
| 289 |
+
Images." ECCV, 2012. (NYU Depth V2)
|
| 290 |
+
2. A. Geiger, P. Lenz, R. Urtasun. "Are We Ready for Autonomous Driving? The KITTI Vision Benchmark Suite."
|
| 291 |
+
CVPR, 2012. A. Geiger, P. Lenz, C. Stiller, R. Urtasun. "Vision Meets Robotics: The KITTI Dataset."
|
| 292 |
+
IJRR, 2013.
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| 293 |
+
3. M. Roberts, J. Ramapuram, A. Ranjan, et al. "Hypersim: A Photorealistic Synthetic Dataset for Holistic
|
| 294 |
+
Indoor Scene Understanding." ICCV, 2021.
|
| 295 |
+
4. A. Gaidon, Q. Wang, Y. Cabon, E. Vig. "Virtual Worlds as Proxy for Multi-Object Tracking Analysis."
|
| 296 |
+
CVPR, 2016. Y. Cabon, N. Murray, M. Humenberger. "Virtual KITTI 2." arXiv:2001.10773, 2020.
|
| 297 |
+
5. J. He, H. Li, W. Yin, et al. "Lotus: Diffusion-based Visual Foundation Model for High-quality Dense
|
| 298 |
+
Prediction." arXiv:2409.18124, 2024.
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| 299 |
+
6. B. Ke, A. Obukhov, S. Huang, N. Metzger, R. C. Daudt, K. Schindler. "Repurposing Diffusion-Based Image
|
| 300 |
+
Generators for Monocular Depth Estimation (Marigold)." CVPR, 2024.
|
| 301 |
+
7. L. Yang, B. Kang, Z. Huang, Z. Zhao, X. Xu, J. Feng, H. Zhao. "Depth Anything V2." NeurIPS, 2024.
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| 302 |
+
arXiv:2406.09414.
|
| 303 |
+
8. M. Oquab, T. Darcet, T. Moutakanni, et al. "DINOv2: Learning Robust Visual Features without
|
| 304 |
+
Supervision." TMLR, 2023.
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+
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## Citation
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| 307 |
+
|
| 308 |
+
OriginLab Game-Depth (RGB + Dense Z-Buffer), 2026. Preview version.
|