PRISM captures live game state and player inputs directly from runtime. Structured, schema-consistent, frame-accurate. 10+ supported titles, more on the way.
For marketing purposes only. The real data is much better.
PRISM captures live game state and player inputs directly from runtime. Structured, schema-consistent, frame-accurate. 10+ supported titles, more on the way.
PRISM reads the running game directly. Output is structured and frame-aligned, captured at user-defined rates up to 120 Hz, so you only take what your model needs.
Visual ground truth straight from the engine. Pixels and the render buffers behind them.
What the human did, synchronised with the state stream. The action half of any imitation-learning pair.
Everything the game is doing, frame by frame. The structured world behind the screen, not reconstructed from pixels.
Added labels generated after capture. Semantic, inferred, and consistent across every supported title.
Pairs with video. PRISM frames are timecoded. Bring your own gameplay video or let PRISM capture alongside, then sync against the state stream. The structured world is the ground-truth layer your video sits on top of.
0 Game SDKs. No studio integration required.
Each tier targets a specific class of model. Tiers are cumulative, each including everything in the tier below.
Capture rates are configurable per stream and captures land in VTX.
For training models to act like human players. The minimum viable dataset for policy learning.
For models that need to understand environment dynamics, not just player behaviour.
For full episode reconstruction, generative world models, and synthetic data generation.
Derivative labels generated after capture: scene captions, event annotations, intent and trajectory.
PRISM lands directly into the data shapes modern game-AI work depends on.
Six categories where it materially changes what you can build.
Dense (state, action, next_state) tuples at frame granularity. Native, not reconstructed from video.
Synchronised state and player-input streams from real human play. Behavioural cloning without pixel-to-control inference.
Schema-consistent state across every supported game. Cross-title agents on a shared vocabulary, not bespoke wrappers.
Skill, intent, playstyle. Longitudinal per-player input and outcome data, schema-stable across patches.
State plus outcome ground truth for models that recommend the right move. Train here, deploy against a live PRISM stream.
Ground-truth outcomes for free: kills, objectives, win/loss, economy. RL reward shaping without extra labelling.
Most consumer-facing game AI today reads the screen. PRISM lets the model read the game itself. Same hardware, lower latency, lower compute, higher accuracy.
Pre-training, runtime assist, evaluation, reward modeling. Tell us what you're building and we'll scope it together.
Get in Touch