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Field note / 03Systems

Getting DreamX under the real-time budget on one GPU

Closing the gap to continuous playout took a resident engine, a compiled path, and two traps avoided.

A 5B world model generated blocks slower than continuous playout allows.

The path down ran through a resident streaming engine, two-step denoising, compiled DiT and VAE, and FlashAttention-3.

Two traps sat on that path: torch.compile's recompile limit silently reverting a long-lived worker to eager, and an overlap that cannot help when both halves are throughput-bound.

Windflow EngineeringModel optimization

Field notes are short on purpose: one decision, what it cost, what we kept. The long write-ups land here when they are ready.