EdenLive is VAST’s real-time generative renderer, designed to give rough game scenes or other reference footage a more finished visual style. Its central design choice is to keep simulation and rendering separate: an upstream engine or program runs the rules and tracks the world, while EdenLive generates the appearance of the resulting frames.
1
6
How EdenLive turns proxy footage into rendered frames
The system takes three inputs: a proxy or reference-video stream, a target first frame, and a text prompt. The stream provides visual guidance for layout and motion; the first frame and prompt guide the desired look and style.
6
12
That separation means a game engine or coding-agent-written program can continue to handle game rules and world state while EdenLive focuses on visual synthesis. A post-trained DINOv3 vision encoder embeds the proxy frames, and those features condition the diffusion transformer.
1
6
12 The design keeps authoritative state in the upstream program; it does not, by itself, guarantee that every generated detail will remain visually consistent with that state.
VAST presents EdenLive as part of Project Eden. Some secondary coverage traces the broader separation of state evolution and appearance to a June introduction, but the available sources do not independently establish that chronology in detail.
6
20
Models, release materials and reported performance
VAST released 5B and 14B model variants based respectively on Wan2.2-TI2V-5B and Wan2.1-I2V-14B. The variants include bidirectional and few-step autoregressive modes. The release materials include streaming inference code, a technical report and demonstrations.
1
3
5
The project reports 480P and 720P output and minute-scale continuous generation. For a more specific speed figure, the 5B model reaches about 24.7 frames per second at 1280×704 on one RTX 5090 when run with LightX2V.
1
5 That is a reported result for a particular accelerated setup; it should not be read as an independent benchmark or a guarantee of the same performance in every configuration. VAST also describes input-to-corresponding-frame latency on the order of hundreds of milliseconds.
4
8
LightX2V supports both model sizes in bidirectional and four-step autoregressive modes and documents model conversion, quantization and streaming inference for supported hardware.
16 The exact deployment setup matters when comparing headline throughput with another machine or pipeline.
Game Prototype Turbo and the licensing caveat
The release also includes Game Prototype Turbo, a prompt-to-playable-prototype skill intended to create a rough game that can supply frames to EdenLive.
1
5 This illustrates the workflow: the prototype’s program handles interaction and state, and the renderer transforms its visual output.
“Open source” does not mean every part of the supplied toolchain has identical terms. The realtime code identifies Apache 2.0 licensing while noting separately licensed components.
17 The DINOv3 vision encoder has its own license, and the workbench’s FLUX component for generating a first frame is described as non-commercial; those terms should not be assumed to apply identically to every part of the video-rendering pipeline.
28
33 Check the license for each component you plan to use, especially before commercial deployment.
What the demos suggest—and what they do not prove
VAST’s materials and coverage describe game-rendering and video-restyling demonstrations, along with embodied-operation imagery.
4
28 These examples point to a possible range of uses, from visualizing a rough game prototype to changing the look of existing footage. They do not, on their own, establish that EdenLive preserves every character, object or interaction accurately over long sessions, or that it is suitable for reaction-critical gameplay.
The practical takeaway is that EdenLive is a rendering layer, not a replacement for the system that defines a world’s rules. Its reported throughput makes real-time experimentation plausible, but performance, visual consistency and licensing still depend on the specific model, acceleration path and components used.
1
5
16