Research · model cards · notes

Two models. One frame rate.

Kinema-2 Motion generates the world. Kinema Faces keeps the people in it the same people. Below: what each model is, how we measure it, and the notes we wrote while building them.

Model card · v2.4

Kinema-2 Motion

Video

A latent video diffusion transformer trained for sequences, not clips. Temporal attention spans the full 60-second window, and a physics prior keeps cloth, water and hair moving like they weigh something.

Parameters12.4B
Native frame rate48 fps
Max shot length60 s
Max resolution4K via second pass
Training data2 TB licensed · opt-in
Camera conditioning12 parametric moves
Model card · v3.1

Kinema Faces

Identity

An identity encoder that conditions Motion on a character embedding, not a pasted face. It carries age, bone structure, wardrobe and gait across lenses, lighting and time of day — and refuses to lock a real face without a release.

Identity consistency98.1% (200-shot)
References needed1 image
LocksIdentity · age · wardrobe · props
Consent gateRelease required for real faces
Refund thresholdScore < 95 → free
Public figuresBlocked
01 Benchmarks

Measured, not promised.

Comparisons use the public KinoBench-24 suite: 240 prompts, 5 raters per shot, blind. Competitor names are withheld in the public card; they are available under NDA.

KinoBench-24 · higher is better

Temporal consistency

Mean rater score, 0–100, on 12-second shots with a moving camera.

Kinema-2 Motion91.4 Model B84.2 Model C79.6 Model D72.8
Kinema Faces · 200-shot sequences

Identity match over shot count

Percentage of shots scoring ≥ 95 on the identity metric, as the sequence grows.

1008060 150100150200 98.1% baseline 61%
Kinema Faces v3.1Reference-image baseline
Latency · 8-second shot · 1080p

Render time by pass

Median seconds on production hardware, October 2026. The 4K pass is optional.

Motion · 51 sID · 6 sPreview · 14 s71 s 4K upscale · +40 s (second pass)
Camera accuracy · solved vs. rendered path

Path error by move

Mean deviation in centimetres between the solved camera path and the path recovered from the rendered shot.

Dolly1.8 cm Truck2.1 cm Orbit3.4 cm Crane4.0 cm
02 Technical note · 014

Why 48 fps native, and why it was hard.

Lisbon · 2026-09-18Kinema Research11 min read

The interpolation trap

Most video models generate at 8, 12 or 24 frames per second and interpolate up. It looks fine on a phone. On a 40-inch grading monitor the seams show: hands that smear for two frames, rain that stutters, hair that briefly becomes a different hair. Editors call it “the swim”. Directors call it “no”.

Kinema-1 interpolated. We measured the swim with a simple metric — optical-flow discontinuity between consecutive frames — and found it accounted for 61% of the rater complaints on KinoBench. So Kinema-2 Motion was trained to emit 48 real frames per second from the start.

Every frame is a real frame. There is nothing between them to get wrong.

Temporal attention at 60 seconds

Doubling the frame rate and quadrupling the shot length means 2,880 frames in a single attention window. The naive cost is quadratic. We use a two-level scheme: dense attention within 2-second chunks, and a sparse set of 96 “anchor” latents that carry global state — lighting, camera pose, character embedding — across the whole shot.

Anchors are what make a note like “same shot, one hour later” cheap. The light anchor changes; the chunk latents are re-denoised from step 18 of 40 instead of from noise. That is the 20-second re-render you see in Studio.

The physics prior

Cloth, water and hair are where video models look most like video models. We added a lightweight auxiliary loss during training: a learned physics critic predicts whether a 0.5-second window of motion is plausible for the material it sees. It is small — 180M parameters — and it moved the “material realism” rater score from 71 to 88.

The critic is also why coats in Kinema have weight. It penalises fabric that moves faster than the body wearing it.

What it cost

Honest numbers: 48 fps native is 2.1× the compute of 24 fps interpolated at equal resolution. The anchor scheme claws back about 40% of that. Net, an 8-second shot costs 1.3× what it did on Kinema-1 and takes 71 seconds instead of 55. We decided the swim was worth more than 16 seconds.

What is next

60 fps native is in training. Longer than 60 seconds is not — past a minute, our users cut, and Studio is built for cutting. The next note will be about Kinema Faces v4 and what “the same person” means across a ten-year age change.

04 Work with us

We hire people who measure.

Research roles in Lisbon and Los Angeles. Bring a benchmark you do not trust and tell us why.