Tap8 Research · July 2026
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Tap8: Interactive video as the interface between humans and AI

Announcing our technical vision for Tap8, our interactive video system, coming soon as a research preview.

Today, we're sharing the technical vision behind Tap8: interactive video that is generated, watchable, and operable in real time. We think the interface to AI should scale alongside intelligence; how models hand information back to humans should not be treated as an afterthought. Interactive video lets a model answer with a small runnable world — a chart you can interrogate, a mechanism you can take apart, a lesson that reshapes itself around what you ask — instead of another wall of prose.

Tap8's generation engine is deployed today, producing information-dense video whose facts are rendered as live code rather than hallucinated pixels. In early benchmark testing across seven systems, it places first on overall quality for information-dense work. A research preview of the interactive system is coming soon.

The bandwidth bottleneck

The real constraint on AI's usefulness is not intelligence — it is bandwidth between model and human. A capable adult reads at roughly 240 words per minute, about 5 tokens per second of intake. Frontier models already emit 80–240 tokens per second, and specialised inference runs into the thousands. Even at the conservative end — one model, one attentive reader — that is a ~16× mismatch, and agent teams widen it by orders of magnitude.1 Agents spend most of their output budget producing prose the user will never finish reading; the user makes decisions from a skimmed fraction of what was generated. This is not an edge case — it is the default.

Figure 1 · The bandwidth bottleneck
what a model emits vs. what a reader can take in, tokens per second
model output · 80–240 tok/s × N with teams of agents human reading · ~5 tok/s the interface
A single frontier model emits 16–48× more tokens per second than a person can read, before agent teams multiply the left side. Every token-per-second gain on the model side widens a gap the human already cannot close — the constraint is the interface, not the model.

Text is the wrong substrate for this mismatch. Humans do not process text and visual information at the same rate: the same facts rendered as a chart, an annotated diagram, or a spatial layout are absorbed in a fraction of the time, because the eye parallelises in ways reading does not.

Audio is the human-preferred input to AIs, but vision is the preferred output from them. Around a third of our brains is a massively parallel processor dedicated to vision — the 10-lane superhighway of information into the brain. As AI improves we'll see a progression: raw text → markdown (today's default) → HTML (early, forming) → … interactive videos / simulations, ending in something generated directly by a diffusion neural net. Andrej Karpathy

Yet we still pour every reply through a textarea and a scrolling transcript. Chat UIs are the new command line: the same paradigm as the 1980s terminal, chosen when graphics were hard and memory expensive, now wearing better fonts over an infinitely more capable model. The GUI revolution of the 1980s did not make computers smarter; it made the intelligence they already had legible and steerable.

Interactive video is that revolution for AI: the model shipping as an inspectable, operable interface — with the textarea retired to where command lines live today.

The bottleneck runs the other way too. As models begin improving models — the loops the field now calls recursive self-improvement — humans must supervise systems that emit decisions faster than any transcript can be read. The leaders of the frontier labs are publicly converging on the same concern, and at research workshops the question is asked directly: how do we keep humans meaningfully in the loop as these loops accelerate?2 We regard high-throughput interfaces for human oversight not as a tooling optimisation but as a defining safety mechanism for that era. Both directions point at the same missing artifact: an interface that uses the full visual bandwidth of the human.

Information should run, not display

Human interaction with the information world is moving from seeing information, to running it, to eventually entering a simulable, actionable world. Almost every digital product today lives at the first layer: text, pages, apps, dashboards — fixed containers designed in advance, into which information is poured. The human states a need, the system retrieves or computes, and the result lands in a pre-designed interface. Search for a pair of earbuds and you get a results page, a spec table, a review video — all prepared beforehand; the user only browses.

At the far end sits the fully learned world model: a system that has internalised how objects move, what actions cause, and which states are possible, and can simulate consequences directly. It is the right long-term destination — and today it is compute-heavy, weakly controllable, hard to edit, and poor at executing precise logic.

Between the GUI and the learned world model lies a large missing layer: executable, interactive worlds generated as code. That layer is where information is run — and it is the layer Tap8 occupies.

At this layer, the system generates, in real time, a small runnable world from the user's intent, the current context, and the environment state. Ask how noise cancellation works and it doesn't open a page — it generates a 3D model, an exploded structure, a sound-wave animation, clickable parameters. Code here is not a tool for presenting information but a world-state descriptor: current state, plus conditions, plus evolution rules, yields the next state.

S(t+1) = F( S(t), A(t), E(t) )
state · user action · context — a simplified, executable world model, run in the browser
Figure 2 · The executable world loop
every interaction re-enters the model as a freshly grounded generation
S(t) current state F — generated visual code structure · objects · rules executed in the browser A(t) your action: tap · drag · ask E(t) context: sources · your history S(t+1) next scene, rendered the next state becomes the current state
Code as a world-state descriptor: the current state, the user's action, and the context enter F — generated code executed in the browser — and the next state comes out, rendered. A one-shot artifact runs this loop zero times; Tap8 runs it on every interaction.

Seen as routes to that missing layer, the field offers three:

Figure 3 · The missing layer
from information displayed, to run, to simulated
expressive power · environmental simulation · interaction complexity → Text & GUI information is displayed fixed containers, designed in advance almost every product today Executable worlds in code information is run generated on demand · deterministic · editable · runs in the browser the missing layer — Tap8 Learned world models information is simulated open-ended, compute-heavy, weakly controllable the far end rules written explicitly in code  ·  ←  controllability  ·  rules learned implicitly in weights  →
The two ends trade off cleanly: explicit rules are controllable, deterministic, verifiable, and cheap to run in a browser; learned rules are open, rich, and strongly generalising but costly and hard to steer. The middle layer takes the first set of properties while borrowing pixel diffusion for the second.

The route is not "simulate the whole world in pixels" but "generate a runnable world in code first, then use generative models to fill in texture and open-ended visuals where needed." Code handles structure, causality, interaction, and state — the low-entropy representation. Pixel diffusion handles texture, detail, and high-entropy open-world content. Not either/or, but a division of labour: tokens for what is true, pixel diffusion for what it looks like. This phrase recurs through the rest of this post, because it is the design rule the whole system is built on.

The industry is already moving in this direction — confirmation that text and chat alone are no longer enough. Google's Generative UI generates interfaces and simulations on the fly for a prompt; Anthropic's custom visuals build diagrams and charts inline in chat.3 But each, by its maker's own description, ships a one-shot artifact: whatever interactivity it has — a button, a slider — is baked into a single generated snapshot that never regenerates itself in response to what the user does. There is no S(t+1) loop, and no video. The direction is validated; the commitment so far is a feature, not a foundation. Tap8 goes the distance the artifacts stop short of: it generates the next state on the fly, so every interaction reshapes the medium itself rather than exercising pre-written controls.

What Tap8 does

The first turn generates an interactive video with a main storyline — an explanation, a lesson, a walkthrough, grounded in real source material. From then on, nothing about it is fixed. Books and web pages made information readable; video made it watchable; software made it operable. Tap8 makes it all three at once, generated in real time.

Figure 4 · The personal exploration graph
interactions branch the storyline; the graph is the state, remembered across sessions
main storyline “wait — why?” two levels deep zoom into the diagram next session resumes here
Each detour becomes a node generated by the same faithful pipeline, so the graph stays correct node by node rather than accumulating drift as it grows. The model stays stateless across gestures; the graph is the state, held explicitly.

We optimise for information delivery and task completion — the functional end of the video spectrum: education, professional training, deep research, how-to, news. That is where correctness matters most and where interactivity pays off most. We start functional and keep expanding towards the lighter end of the spectrum — lifestyle, shopping, product launches, travel — where we expect to meet those working their way over from the entertainment side.

Our approach

Informative video carries information whose correctness matters, and whose correctness is determined by something other than how the video looks. That single property is what makes the problem hard. A model trained to reconstruct pixels learns what a whiteboard looks like, never whether the mathematics on it is right — its loss was never a function of the mathematics. More data and more scale make the whiteboard more convincing, not more correct. So we architect for correctness and appearance as different problems needing different machinery, and we build toward one unified interactive video model in deliberate stages — with a deployed, state-of-the-art system at every stage along the way.

Route facts and pixels differently

Not all content in an explanatory scene relates to the world the same way, so forcing all of it through one rendering path mishandles some of it. We split every scene into three tiers, defined by two questions: is the content fact-bearing, and must it be physically fused into the scene?

Figure 5 · The three tiers of a scene
click a layer — or a chip — to see what it carries and how it is rendered
TIER C · PIXEL DIFFUSION
TIER B · LIVE CODE
TIER A · EMBEDDED FACTS

Fact-bearing, display-like

Example
Equations, charts, labelled diagrams, the code being taught
How it is rendered
A live code layer that never passes through the lossy video autoencoder
Fidelity property
Glyph-exact by construction — the most correctness-critical content, kept off the lossy path
A neural-rendered substrate with a live, clock-bound, interactive code layer over it: the output is a timeline-synchronized interactive document, not a video in the ordinary sense.

Tier B is the interesting one: it is the most correctness-critical content and the content that least needs to be visually fused into the scene, which is exactly what lets us keep it exact. The result is a system that is fail-safe on facts — when in doubt, content routes to the exact layer, where the worst case is that it looks composited rather than embedded, never that it is wrong. And because Tier B stays live code rather than baked pixels, the output is not a video in the ordinary sense: it is a timeline-synchronized interactive document, which is what makes every-element-is-a-handle possible at all.

One backbone, two heads

A naive way to build this would be to wire a reasoning model to a video model and let them talk in text: the reasoner compresses everything it wants into a prompt, the video model decompresses the prompt into pixels, and neither the full internal state nor the training gradient ever crosses the gap. A shared latent removes that boundary. When one backbone produces both the plan and the perceptual content in a single attention context, the renderer is not told what the plan is — it attends to the same hidden states that produced it. Communication becomes attention, not serialization.

On top of that shared context sit two heads, each confined to the subspace where its inductive bias is right. A discrete token head produces what must be correct — code, structure, symbols — trained with a token-level loss that sharply penalizes the plausible-but-wrong continuation. (This is exactly why language models can do algebra: getting the maths wrong is punished token by token.) A continuous-diffusion pixel head produces what must merely look right — the perceptual detail — where continuous diffusion wins on quality per token. Tokens for what is true, pixel diffusion for what it looks like, in one model rather than two.

Figure 6 · One backbone, two heads
the plan and the pixels share one attention context; each head keeps to the subspace where its inductive bias is right
Grounded semantic state what is true One backbone shared attention context Discrete token head code · structure · symbols token-level correctness loss Continuous-diffusion pixel head perceptual detail attention, not a prompt Faithful interactive video live code layer Tier B video substrate Tiers A, C
The renderer is not told what the plan is — it attends to the same hidden states that produced it. There is no prompt to compress, because there is no boundary to compress across.

We are not betting on this backbone alone — the industry is building it with us. A single transformer carrying a discrete loss and a continuous diffusion loss in one shared context is now multi-lab consensus: Meta, DeepSeek, and ByteDance have all published variants, and Google DeepMind runs it in production — its Nano Banana image family generates images natively inside the Gemini model rather than calling out to a separate specialist, positioned for information-bearing visuals while Google's specialist pixel-diffusion models (Imagen, Veo) carry photoreal and cinematic content.5 That product split is the sharpest external evidence for our thesis — the appearance-versus-process division, chosen at flagship scale. We build on a well-tested backbone the industry is converging on, and concentrate our contribution and optimisation on the fidelity-and-interaction layer that sits on top of it — the layer no general-purpose model is optimizing for.

Visual quality: recursive self-improvement

Our engine's visual quality comes from a loop our CTO published at the ICLR 2026 Workshop on Recursive Self-Improvement.6 A coding agent writes visual code; an evaluation agent renders that code and inspects the actual output — a visual critic, not a syntax checker — and feeds descriptive, vision-based feedback back to the coder. Traces that pass the evaluator's highest bar are distilled into training data; the fine-tuned model replaces the one powering both agents, and the loop begins again with a natively better designer and a natively better critic.

On top of the paper, we run the same trick one level up. A meta-coding agent analyses batches of evaluator feedback to find systematic errors in the coder, proposes changes, and backtests candidates before promoting them. A meta-evaluation agent watches where the evaluator and human graders disagree, and runs automated experiments to re-tune the evaluator's rubrics until a candidate demonstrates higher correlation with human judgment. Human evaluators — a large pool of expert annotators — audit samples throughout, so the loop optimizes toward people, not toward itself.

Figure 7 · Recursive self-improvement, two levels
the inner loop improves the code; the meta level improves the agents; the training path improves the model
Meta-coding agent finds systematic errors Human audit experts grade samples Meta-evaluation agent re-tunes rubrics vs. human taste Coding agent writes visual code Evaluation agent renders & inspects output visual code, rendered vision-based feedback feedback batches candidate coder · hot-swap if it scores higher sampled output disagreements candidate evaluator hot-swap if closer to humans Distill & fine-tune passing traces → model vn+1 passes the quality gate vn+1 powers both agents
Correctness in code never changes; visual taste does. The inner loop raises quality against the current standard, the human-audited meta level keeps the standard itself aligned as taste moves, and the training path bakes what passed into the next model — which then powers every agent in the next round.

The meta-loop is not a luxury; it is forced by the domain. In code and mathematics, correctness never changes. Visual taste changes constantly, and faster as AI output proliferates: styles that read as state-of-the-art in early 2025 read as slop today — not because the code became less correct, but because taste moved, and it moves fastest against exactly the patterns a reward model most recently reinforced. A static judge would train the model into yesterday's taste. A self-evolving judge is the only scalable way to keep up — and because "wow factor" is, mathematically, the ability to sample a low-probability yet surprisingly suitable path, keeping current rarely requires retraining the model. An up-to-date evaluator periodically nudges the policy toward or away from paths, cheaply and continuously.

Two pieces of machinery make the loop trainable at all. We developed a credit-assignment method that propagates a holistic visual judgment — "this looks good / bad" — back to the specific tokens of code responsible; without it, the visual signal is too coarse to train on efficiently. And because scoring visual code means rendering it, including deliberately risky rollouts that can and do crash rendering environments, we built proprietary training infrastructure that renders, captures, and grades unstable generated code — including animated and 3D scenes — safely and without blocking the training cluster.

Latency: diffusion language models

After solving visual information delivery, the gap is the clock. Autoregressive code models emit on the order of 100 tokens per second, which turns a single rich scene into minutes of generation — good enough for an offline render, fatal for interaction. Real-time generation is the last gate between the deployed engine and the interactive product, and our answer is the diffusion language model (DLM): instead of generating one token at a time, each conditioned on the last, a DLM instantiates a canvas of tokens and iteratively refines every position in parallel over a small number of denoising steps. Because many positions resolve per forward pass, decoding becomes compute-bound rather than memory-bound — the regime modern accelerators are built for. Open-sourced DLMs demonstrate the step-change: 2,146 tokens per second on code generation, roughly an order of magnitude above typical autoregressive decoding.7 That is the difference between a scene that takes a minute and a scene that takes a few seconds; between an offline render and a live surface.

Figure 8 · Two ways to decode a scene
the same 32 tokens of visual code, generated left-to-right versus refined in parallel
autoregressive — one token at a time, ~100 tok/s
diffusion LM — every position refined in parallel, committed as blocks stabilize
An autoregressive model commits tokens strictly left to right; a diffusion language model refines the whole canvas at once with bidirectional attention, resolving many positions per forward pass. On structured, layout-heavy visual code — our entire output distribution — the parallel regime is both faster and a natural fit.

Two properties of DLMs are usually liabilities, and both turn in our favor on this task. First, masked diffusion LMs run on a fixed-length canvas, and allocating that length efficiently is an open problem for general models. Our output is always frontend code for one animated scene, and its length is predictable from the input — 3D and shader scenes run long, diagrams medium, simple layouts short. Across a small, known set of task shapes we can pursue canvas-length optimization a general model cannot: length adaptation learned during training, allocating the canvas dynamically per shape. Second, diffusion LMs still lag autoregression on hard sequential reasoning.7 That gap would bite if we were asking the model to solve hard problems. We are not: we are asking it to translate and polish grounded source material into visual code that looks right — with sufficient training data, a distribution-translation problem, not a reasoning one, sitting squarely in the half of the capability space where diffusion LMs are already strong and fast.

The cost of the bet is real: DLMs do not expose the per-token likelihoods that every standard SFT, RLHF, and distillation recipe is built on, so the post-training stack has to be rebuilt on sequence-level objectives appropriate to diffusion LMs. We are building it, and early internal results are encouraging. Speed, when it lands, buys more than interaction: our quality already comes from a render-grade-regenerate refinement loop that is too expensive to run to convergence at autoregressive speed. At DLM speed the same loop runs many more passes in the same wall-clock budget — at runtime, live. The throughput gain converts directly into visual quality.

Present in real time, deep when it needs to be

Deep grounding — retrieval, tool use, browsing, planning — cannot finish in the time it takes to respond to a tap. Thinking Machines named this tension for real-time audio-video collaboration and split their system into an ever-present interaction model and an asynchronous background reasoner;8 we adopt the same split for interactive video, and simplify it. The interaction tier is the fast model itself: it takes every gesture, renders code and video, and holds the thread. Easy interactions — "slow down," "zoom in" — never leave it. When a gesture genuinely needs new facts, it delegates a derived sub-query to a reasoning tier that runs asynchronously, and stays present — answering follow-ups, taking new input — weaving the grounded result back in when it arrives. While the reasoner works, the interaction tier only re-presents what is already grounded or shows scaffolding; it never invents a fact to fill the gap.

Figure 9 · The two-tier split
the interaction tier answers every gesture in real time; the reasoning tier grounds asynchronously behind it
Yougesture, ask, drag, zoom — continuously
real-time ⇄
Interaction tierfast unified model: renders code + video, holds the thread
Reasoning tierswappable frontier reasoner: tools, web, agentic grounding
Only discrete, symbolic content crosses the boundary — a sub-query out, a grounded answer back. The shared latent from semantic state to pixels never leaves the interaction tier.

What makes this split clean rather than a step backward is what crosses the boundary: only discrete, symbolic content — a sub-query going out, a grounded answer coming back. The shared latent that actually matters, semantic state to pixels, stays entirely inside the interaction tier. Reasoning becomes a separate, swappable component — always the best available frontier reasoner — and each paradigm sits where it is strongest: a fast diffusion-language-model renderer at the front, a frontier autoregressive reasoner behind, each robust to how the other evolves.

A loop that improves with use

Because the artifact is interactive, evaluation and improvement close into a loop. Our vision-language-model judges are not a research aspiration — they are the working reward signal behind today's quality. And because every element of the fact-bearing surface is addressable, real sessions produce graded attention on exactly the content whose correctness matters: which term gets expanded, what gets scrubbed back to, which chart gets interrogated. The judges are calibrated against that signal and self-evolve to stay aligned with what real viewers actually found correct and clear. A better judge yields a better model, which yields better video, which yields sharper calibration. Most systems learn from passive watch-through; we learn from people reaching into the surface and using it.

Early benchmarks

Full report

Real-time interactivity is the destination, but the engine underneath it can be measured today. We benchmarked Tap8's deployed generation engine against six systems spanning both paradigms: three code-render systems and three pixel-diffusion systems.9 Twenty-five intent-driven scenes across five use cases — Professional, News, How-To, Explainer, Marketing — each grounded in real-world source material, with the brief specifying the facts a viewer should walk away with. Scenes were sampled under rules fixed before generation.

more details
Professional tasks were drawn from GDPval; cover stories from the Financial Times, Bloomberg, The Economist, Nature, and Science; the most-viewed YouTube how-to and AP-subject explainer videos; and product-launch videos from the highest-valuation NASDAQ companies.

Every system ran the latest flagship release in its series, frozen as of July 6, 2026, on its official platform at maximum quality settings. Every system received the identical fully-detailed brief verbatim — runtime, art direction, per-scene shot list, and the facts to deliver — with zero per-system prompt engineering.

more details
The briefs and their fact checklists were authored with Anthropic's Opus, human-reviewed, and frozen before any system generated anything; whatever bias prompt authorship introduces runs toward a competitor — Fable 5 is built on the same model family — not toward Tap8. Generation was best-of-1: one video per scene per system, no seed selection. Fable 5's safety rules declined 2 of its 25 briefs; rather than substitute its harness's fallback model, we excluded those two cells from every denominator, leaving 173 videos.10

Twelve independent annotators rated all videos blind and unlabeled, in randomized order, fully crossed — every annotator rated every system, two raters per video — producing 6,760 annotations across five metric protocols: three adopted from published benchmarks, two benchmark-native.11 An automated pass corroborated the panel with more than 3.7 million frame-level model evaluations under VBench++'s long-video pipeline.

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The automated pass completed before any comparison against the human labels existed. Three independent estimators — raw rates, leave-one-out information gain, and mixed-effects logistic models — produce the identical system ordering.

Because Marketing behaves as a persuasion task rather than an information-transfer one, every result is reported in two frames: all 25 scenes, and the information-dense frame (Professional, News, How-To, Explainer) the benchmark targets. Headline claims below use the information-dense frame and say so; the all-25 figure is given wherever the ranking changes.

Figure 10 · The informative–aesthetic frontier
x: Informative Quality · y: Aesthetic Preference · field-relative T-scores (70 = field mean) · information-dense scenes
informative + aesthetic 60657075808590 4050607080 Informative Quality (T) → Aesthetic Preference (T) → Fable 5 Tap8 Code-render R Code-render H Seedance Pixel-diffusion L Veo
The field is a genuine trade-off frontier: Informative Quality orders Fable 5 > Tap8 > the rest, and Aesthetic Preference inverts that order almost exactly. Systems win one axis by surrendering the other. Tap8 is the only system in the target quadrant — highly informative and aesthetically preferred — in both frames. Aesthetic Preference is reported beside Informative Quality, never averaged into it.

Tap8 tops Overall Quality on information-dense work: 75.2 T, first of seven. The mechanism is that Tap8 is the only system that never collapses on either axis — second on Informative Quality while holding enough aesthetic ground that the blend comes out first.

Figure 11 · Overall Quality — first of seven
(Content Fidelity + Visual Quality + Aesthetic Preference) / 3 · T-score · information-dense scenes
6065707580 Tap8 Fable 5 Seedance Pixel-diffusion L Code-render R Code-render H Veo 75.2 75.0 73.5 70.0 69.7 69.0 68.4
Overall Quality is a composite of Content Fidelity, Visual Quality, and Aesthetic Preference, expressed as a field-relative T-score (70 = field mean, 10 = one standard deviation).

Factual Coverage is the binding constraint, and Tap8 leads it outright. Coverage — the share of the brief's required facts that appear on screen, verbatim and legible — is the benchmark's most discriminating metric, and it causes comprehension: pooled across 173 videos, the fit is delivery = 0.36 + 0.60 × coverage (r = 0.70). A fact that never reaches the screen still gets answered right 36% of the time by guessing; one that does reaches 96%. Getting a fact on screen is worth roughly 60 points of comprehension — so coverage is the game, and Tap8 plays it best: 83.6% on information-dense scenes, significantly ahead of five of six competitors, with only Fable 5 within statistical reach. Downstream, viewers learn as much from Tap8 as from any system in the field — 84.5% comprehension correct-rate, statistically tied for first — and Tap8 leads the field outright on rendering on-screen facts correctly.

Figure 12 · Factual Coverage — share of required facts on screen
mean · 95% bootstrap CI over scenes · information-dense scenes · mixed-logit contrast vs Tap8
405060708090 Factual Coverage (%) → Tap8 Fable 5 Code-render R Code-render H Seedance Veo Pixel-diffusion L 83.6 79.2 76.5 72.7 67.7 60.1 54.5 reference statistical tie sig. ahead sig. ahead sig. ahead sig. ahead sig. ahead
Coverage splits the field cleanly by architecture: code renderers at 72–84%, pixel-diffusion systems at 54–68%. "Sig. ahead" marks a mixed-logit contrast whose 95% CI excludes zero, in Tap8's favor. Across all 25 scenes, Tap8 (77.3%) is statistically tied with the leader Fable 5 (79.0%).

Shown side-by-side against Fable 5 — the field's informative leader — viewers prefer Tap8. Tap8's win-rate is 56.9% on information-dense scenes and 58.7% across all 25. Both intervals cross 50%, so the statistically supported claim is that Tap8 significantly does-not-lose to Fable 5 — a non-inferiority result with the point estimate on Tap8's side, not a significant win. It still closes the loop on the frontier: the one system ahead of Tap8 on content composites does not beat it in front of viewers.

The aesthetic trade-off is not fully closed. Across all 25 scenes, the pixel-diffusion systems are preferred aesthetically over Tap8 — its overall side-by-side win-rate is 40.7%, significantly below the no-preference line, driven by exactly the systems at the bottom of the informative ranking. On the T2VWorldBench visual dimensions, Tap8 is statistically tied with the leader on Realism, Relevance, and Consistency. And the human panel's ordering is not an artifact of our raters: the VBench++ long-video pipeline, scored with no access to the human labels, recovers the same preference ranking of the six competitor systems (Spearman ρ = +0.89).

Benchmark summary · information-dense scenes unless noted
MetricTap8Fable 5SeedanceVeoCode-render HCode-render RPixel-diffusion L
Overall Quality (T)†75.275.073.568.469.069.770.0
Informative Quality (T)†82.085.570.766.370.671.767.5
Factual Coverage (%)83.679.267.760.172.776.554.5
TeachQuiz Delivery (%)84.584.678.684.079.083.275.2
Text Accuracy (×100)76.975.070.065.070.668.861.9
Aesthetic Preference (T)61.754.279.172.465.765.775.1

Green = best in field per row. † Composites: Informative Quality = (Content Fidelity + Visual Quality)/2; Overall Quality adds Aesthetic Preference as a third term. On the all-25 frame the top of several rows shifts toward Fable 5; confidence intervals, per-use-case splits, and significance verdicts are in the full report.12

These numbers measure today's deployed engine, graded by people and machines. They are the floor the interactive system starts from, not a measurement of interactivity itself. No benchmark for interactive informative video exists yet; more on that below.

Limitations and future work

Measurement itself is the biggest open problem. There is no agreed benchmark for interactive informative-video quality — the field has barely begun to define what to measure. Our vision-language-model judges are our working answer, and they are why our videos lead today, but a shared, external standard for this class of system does not yet exist. We think building one is worth the field's attention, we intend to contribute to it, and we invite the community to hold us to the numbers when it exists.

Our accuracy is bounded by the frontier. The system is a faithful channel from a grounded reasoner to video, so it is as truthful as the best reasoner we can call — and our measured fidelity is only as reliable as the evaluator that checks it, which is itself a model. Both ceilings rise as frontier reasoners and our own self-evolving judge improve; neither requires a different architecture.

Marketing content. Tap8's Factual Coverage on Marketing scenes is 53.8%, against 80–87% on the four information-dense use cases. The split is diagnostic: on Marketing, Tap8's Content Fidelity is 51.1 while its Visual Quality holds at 74.8 — the rendering is sound, and the content brief is what misses. Marketing is a persuasion task rather than an information-transfer one, which is why the information-dense frame exists and why we disclose it rather than assume it.

Aesthetic appeal, without trading the informative lead. Tap8 sits at 61.7 on Aesthetic Preference, sixth of seven. Preference is empirically near-orthogonal to the informative metrics, so this is an independent programme — motion, polish, appeal — not a trade against coverage or delivery. The information-dense frame already shows the ceiling: Tap8 reaches preference parity there while holding its content lead. The runtime refinement loop that DLM speed unlocks is aimed squarely at this axis.

Tell us what you think, join us

In the coming months we will open a limited research preview of Tap8 to collect feedback, with a wider release to follow. If you are building evaluations or benchmarks for interactive information delivery, working on recursive self-improvement, training diffusion language models, or simply believe the interface to AI deserves more than a scrolling transcript — we'd love to hear from you, and we're hiring. Reach out at derek@sigmatrx.ai.

Notes

  1. Brysbaert's meta-analysis of 190 studies puts average adult silent reading at 238 words per minute for non-fiction (Brysbaert, "How many words do we read per minute?", Journal of Memory and Language, 2019) — roughly 5 tokens per second of intake. Artificial Analysis tracks per-model output speeds: current frontier models serve at roughly 80–240 tokens per second, with specialised inference stacks (e.g. Cerebras, Groq) reaching thousands. A 16–48× mismatch for a single model; teams of agents working in parallel multiply the model side further.
  2. The question of keeping humans meaningfully in the loop as self-improvement loops accelerate was a recurring theme at the ICLR 2026 Workshop on AI with Recursive Self-Improvement. The concern runs to the top of the frontier labs: Anthropic's Dario Amodei has discussed the need to maintain control over recursively self-improving systems (Dwarkesh Podcast); OpenAI's Sam Altman describes AI-accelerated AI research as "a larval version of recursive self-improvement" ("The Gentle Singularity"); and Google DeepMind's Demis Hassabis, noting that "all the leading labs are quite focused on" self-improvement research, adds that "there are also risks with that type of system" (Axios).
  3. Google Research, "Generative UI: a rich, custom, visual interactive user experience for any prompt"; Anthropic, custom visuals in chat. Google describes its rollout as an experiment and "a first step toward fully AI-generated user experiences"; Anthropic describes its visuals as "ephemeral by default … less like a finished file and more like a whiteboard sketch."
  4. Pew Research Center, "Many Turn to YouTube for Children's Content, News, How-To Lessons," November 2018: 86% of U.S. adult YouTube users say the site is very or somewhat important for figuring out how to do things they haven't done before — the most commonly cited use in the survey.
  5. Meta's Transfusion and Chameleon, DeepSeek's Janus, and ByteDance's BAGEL all combine discrete and continuous-diffusion objectives in one transformer. Google DeepMind's Nano Banana image family generates images natively inside the Gemini model rather than calling out to a separate specialist model, and Google positions it for visualizing information — infographics, diagrams, legible text — while its specialist pixel-diffusion models (Imagen, Veo) carry photoreal and cinematic content. Reading that product split as an appearance-versus-process routing is our interpretation.
  6. "Vision-guided Iterative Refinement for Frontend Code Generation," presented at the ICLR 2026 Workshop on Recursive Self-Improvement.
  7. Autoregressive code models on production serving typically decode in the low hundreds of tokens per second (Artificial Analysis). ByteDance's Seed Diffusion (arXiv:2508.02193) reports 2,146 tokens per second for code generation on H20 GPUs, a new state of the art on the speed–quality frontier (speed–quality chart); Google's experimental Gemini Diffusion samples at 1,479 tokens per second. On reasoning-heavy benchmarks, diffusion LMs still trail autoregressive counterparts — Gemini Diffusion vs. Gemini 2.0 Flash-Lite: GPQA Diamond 40.4 vs 56.5, Global MMLU (Lite) 69.1 vs 79.0 — and Inception positions its diffusion model Mercury 2 against speed-optimized models rather than frontier reasoners.
  8. Thinking Machines Lab, "Interaction Models: A Scalable Approach to Human-AI Collaboration," May 2026.
  9. Three baseline systems are reported under anonymized labels — Code-render H, Code-render R, and Pixel-diffusion L — preserving each system's architecture family. The named baselines are Fable 5 (Anthropic's Claude Fable 5, run in a Claude Code agent harness that writes and renders scene code), Seedance (ByteDance), and Veo (Google).
  10. Target durations were set by each brief; outputs were evaluated at whatever length each system generated. Seven cells (4 Veo, 3 Seedance) produced severely truncated videos — 8–20 seconds against scene medians of roughly 3–15 minutes. The human panel rated them as-is; the automated summary metrics report quality-when-it-works, excluding truncated cells from a system's denominator rather than scoring them. Missing and excluded cells are never imputed.
  11. Metric provenance: TeachQuiz Information Delivery is the evaluation protocol of Code2Video (ICML 2026); Text Accuracy follows T2VTextBench, a preprint protocol we adopt; the four visual dimensions follow T2VWorldBench (WACV 2026); the automated pass runs the long-video pipeline of VBench++ (IEEE TPAMI 2025; companion VBench, CVPR 2024 Highlight). Factual Coverage — the share of the brief's required facts on screen, verbatim and legible — and the arena-style side-by-side Aesthetic Preference are benchmark-native. Every annotator rated every system, so a strict or lenient rater moves all systems equally and cannot bias a comparison.
  12. Full leaderboards in both frames, confidence intervals, per-use-case splits, mixed-logit contrasts, and the benchmark's limitations are in the full report.

Citation

Please cite this work as:

Derek Law, SigmaZ AI Lab, "Tap8: Interactive Video as the Interface Between Humans and AI", SigmaZ AI Research, July 2026.
@article{sigmaz2026tap8interactivevideo, author = {Derek Law}, title = {Tap8: Interactive Video as the Interface Between Humans and AI}, journal = {SigmaZ AI Research}, year = {2026}, month = {July}, note = {https://tap8.ai/research/tap8-interactive-video-interface.html}, }