Meta WorldGen (Research)

Basic Information

AttributeValue
OrganizationMeta AI Research
TypeResearch (not commercially available)
Launch DateResearch paper 2025
Current VersionResearch prototype
URLResearch publication
AvailabilityResearch only
SRL-3 Prototype

Capability Profile

CapabilitySupportNotes
Text-to-WorldFullScene planning + reconstruction pipeline
Trimesh OutputFullEngine-compatible geometry
Navmesh GenerationFullAutomatic extraction during reconstruction
Physics CollisionFullCollision geometry included
Multi-Room ScenesFull50x50m worlds demonstrated

Standards Compliance

StandardComplianceNotes
glTF 2.0ImpliedTrimesh output compatible
Standard MeshFullGame-engine-ready output
ProprietaryFullResearch system

Maturity Assessment

SRL Score: SRL-3 (Prototype)

Evidence:

  • Research publication demonstrating full pipeline
  • Text to game-ready world with navmesh
  • Not commercially available
  • Likely path to Horizon Worlds integration

Interoperability

AspectDetails
Export FormatsTrimesh (GLB implied)
Import FormatsText descriptions
API AvailabilityNo (research only)
Known IntegrationsNone public; likely Horizon Worlds future

Strengths

  1. Only system with automatic navmesh generation - Unique capability for game-ready output

  2. 4-stage pipeline produces game-ready output - Planning, reconstruction, decomposition, refinement

  3. Competitive generation latency - ~5 minutes for 50x50m world


Limitations

  1. Research only - Not commercially available

  2. Hardware requirements unspecified - Estimated 8x H100 equivalent

  3. Navmesh quality not benchmarked - Not compared against manual creation


4-Stage Pipeline

Stage 1: Scene Planning

  • Text description parsed
  • Room layout determined
  • Object placement planned

Stage 2: 3D Reconstruction

  • Geometry generated from plan
  • Multi-view synthesis
  • Initial mesh creation

Stage 3: Decomposition

  • Scene segmented into objects
  • Collision geometry extracted
  • Navmesh generated

Stage 4: Refinement

  • Texture detail added
  • Material properties assigned
  • Final optimization

WorldGen is unique in generating navigation meshes as part of the world creation pipeline.

SystemNavmeshCollisionNotes
WorldGenAutoAutoUnique
MarbleNonePartialDual-mesh
MeshyNoneNoneAsset only
Genie 3NoneNoneVideo only

Research Implications

WorldGen demonstrates technical feasibility of:

  1. Integrated physics infrastructure - Navmesh and collision in generation pipeline
  2. Text-to-game-ready workflow - Minimal post-processing required
  3. Large-scale generation - 50x50m worlds practical

Expected Trajectory

TimelineExpected Development
2025-2026Continued research publication
2026-2027Potential Horizon Worlds integration
2027+Possible commercial availability

MSF Relevance

WorldGen demonstrates that geometry-native world generation with physics infrastructure is technically feasible.

Key monitoring priorities:

  • Production deployment timeline
  • Navmesh quality benchmarks
  • Integration with Horizon Worlds
  • Potential open-source release

Standards implications:

  • Navmesh can be part of generation, not just post-processing
  • Quality validation profiles should include physics infrastructure
  • AI metadata should include physics generation parameters