Our Data

    A library of worlds,
    structured for training.

    29 studio partners. 100+ licensed titles. 25 modalities across Core, Add-ons and Premium, frame-synced on one clock. Capture scoped to your spec, with Services available per order.

    See the API
    Research datasets

    Research releases, ready to explore.

    Explore the data, methods, and checkpoints behind our latest research. The complete release record lives on Hugging Face.

    Origin Lab on Hugging Face
    01 · Dataset

    Game Recordings v4

    Train and evaluate world models with visual, spatial, input, and telemetry streams synchronized on one frame clock.

    hours
    163.0
    games
    20

    Samples require a Hugging Face access request and are for internal evaluation only. See the repository for current terms.

    Game Recordings v4 gameplay and synchronized engine signals
    02 · Dataset

    Game World Scans: Free Camera v2

    Explore frozen game worlds from free-camera viewpoints for spatial reconstruction and scene understanding.

    hours
    106.7
    games
    17
    sessions
    139
    size
    ≈4.16TB
    Free Camera v2 Game World Scans dataset preview
    03 · Dataset

    Game Scenes: Posed RGB-D

    Reconstruct game-world geometry and evaluate spatial models with engine-grounded flythroughs.

    sample hours
    16.6
    sample worlds
    9
    sample sessions
    18
    sample size
    511GB
    Game Scenes Posed RGB-D dataset preview
    04 · Dataset

    Frame-Synced Multiplayer: eight players, one frame clock

    Study cross-player consistency with live gameplay captured on independent machines, aligned to a shared frame clock rather than rendered from replays.

    player-hours
    108
    matches
    16
    shared frames
    3,450,000
    size
    3.8TB
    Origin Lab synchronized multiplayer views with camera telemetry at the same instants
    05 · Model

    Lotus Game-Depth checkpoints

    Released depth checkpoints make the Game-Depth result directly inspectable and reproducible.

    checkpoints
    2
    KITTI AbsRel · zero-shot
    0.191
    NYU AbsRel · fine-tuned
    0.116
    Associated Game-Depth evaluation comparing depth predictions on KITTI driving scenes
    06 · Dataset

    Game Recordings v3: synchronized multimodal gameplay

    Study action-conditioned gameplay with RGB, depth, normals, audio, camera, and telemetry aligned to human inputs.

    hours
    145.1
    games
    10
    sessions
    144
    size
    4.9TB
    Game Recordings v3 gameplay, normals and depth previews
    07 · Dataset

    Game-Depth: dense engine depth from licensed games

    Train dense depth estimators on engine-grounded imagery and study transfer from game worlds to real photographs.

    frames
    48,615
    size
    101GB
    Game-Depth predictions compared with ground truth and public depth models on KITTI driving scenes

    Earlier releases retain their Origin Lab Data License and 90-day internal evaluation track for labs. Commercial licensing requires a direct agreement. How release terms apply

    01/Live capture
    See it on real gameplay.

    Real licensed gameplay, captured in-engine at 60 fps on one clock. Use Events, Camera, Input and Feed to inspect each signal.

    02/What's captured
    25 modalities,
    three tiers.

    From rendered pixels to engine state, inspect the signals behind a capture. One synchronized record, with Core included and optional modalities scoped to your research.

    Signal reference / 25 modalitiesSelect a signal to inspect
    Core / IncludedSignal 01 / 25

    Pre-HUD video

    The rendered world before the HUD is layered on. Engine-level RGB preserves the scene without the player's interface.

    Research context
    Train visual world models on gameplay imagery without interface overlays.

    9 core modalities in every hour, 60 fps, frame-synced on one clock, 100,000+ hours ready to ship.

    Inspect the live capture above

    Core is priced per player-hour. Add-ons, premium modalities and custom capture are quoted per order. Request pricing and we'll scope it with you.

    Real world models cannot be built off hyper-sensationalized 10-second clips of headshots uploaded online. You need the diversity. The boring. You need everything - not the 1% that makes it online, or even the 10% that video-game players do. You need the 90% of things they would never do, but CAN do.

    This is why Origin Lab's data is different.

    A top frontier model researcher

    03/How it's captured
    Curated,
    not scraped.

    Signals are only as good as the hours behind them. Our data is captured by professional players following structured task lists, planned for diversity per hour, and monitored in real time. Every recording earns its place in the corpus.

    1. 01

      Title-specific task lists

      Granular, per-game instructions. Complete every crafting loop. Drive backwards through every biome. Play only at night. Interact with every NPC type.

    2. 02

      Diversity over volume

      Each run is planned to cover the widest range of combinatorial actions, environments, and edge cases per hour. Models see the full breadth of what a game world can produce.

    3. 03

      Real-time monitoring

      Webcam-based engagement tracking and input-activity detection. AI-driven coverage planning steers future runs toward gaps. No idle time enters the corpus.

    4. 04

      Custom capture by request

      Share your spec or RFP. We design capture plans around your requirements and execute across any title in our catalog.

    04/The platform
    Studios partner.
    Origin Lab enriches.
    Labs train.

    Signals and sessions only matter if they reach you cleanly. The platform threads rights holders, our capture team, and your training pipeline through one license, one schema, one API.

    Who partners with usRights-cleared content from licensed sources
    AAA game studiosIndie publishers3D studiosVFX housesMocap studios
    LIVEOrigin Lab pipeline

    Capture, enrich, align -frame by frame.

    01
    Verify rights
    Legal
    02
    Read the scene
    Schema
    03
    Record gameplay
    Recorder
    04
    Enrich with AI
    Labels
    05
    Stream to your stack
    API
    Who we powerTraining data for frontier model teams
    AI foundation labsWorld-model buildersVideo generationGame-AI companiesRobotics & embodied AISim-to-real researchPlanning & eval teams

    05/Library + spec
    Explore what we have.
    Capture what you need.

    29 studio partners. 100+ licensed titles across a wide range of game genres, plus 3D environments. Don't see your target genre, mechanic, environment, or modality? We capture to spec.

    29Studio partners
    100+Licensed titles
    100%Captured for AI training specs

    Games

    Engine-level capture from AAA and indie titles. First-party exports with action labels, camera telemetry, depth, normals, and game state.

    By size
    AAAAAIndie
    By genre
    FPSOpen-worldSurvivalRPGActionRacingCo-opSimulation

    3D Environments

    Worldbuilder libraries with full scene graphs. USD, FBX, glTF assets ready for simulation, training, and synthetic data.

    By type
    UrbanNaturalIndustrialInteriorFantasySci-fi

    Need something we don't have yet?

    Share a spec, an RFP, or just your training goal. We design capture plans around your requirements - across any title in our catalog, or one we license for you.

    Request a custom capture

    06/Engine vs. web
    The visible scene.
    The world behind it.

    A video shows what happened. Capture from the engine can also record the geometry, inputs and world state behind it. Direct signals, not estimates made from pixels.

    Inside a dataset / Game Recordings v44 visual signals shown
    Game Recordings v4 multi-title montage. Each of four scene groups has clean RGB at top left, player-view RGB at top right, surface normals at bottom left and depth at bottom right.
    Actual dataset montage, across multiple titles. Select a signal to highlight its panels. Static preview, not live telemetry.
    Inspect the visual signals
    Add-ons / Optional

    Metric depth

    Per-pixel depth from the renderer, rather than depth estimated after capture. The live viewer above includes an RGB and depth comparison.

    What this enables
    Connect the rendered image to scene distance for spatial understanding and reconstruction.
    From web video

    Observe the outcome.

    Visible imagery and sound, when present. Engine depth, camera poses and player inputs are not recoverable as original engine records from pixels alone. Training rights need separate verification.

    From licensed engine capture

    Train on the underlying signals.

    Pair the rendered world with frame-synced engine context and recorded inputs. Scope optional modalities to your research, with a license from the rights holder.

    25 modalities across three tiers. Capture scoped to your spec.

    • 09CoreIncluded in every hour
    • 06Add-onsOptional, a la carte
    • 10PremiumOptional, per order
    • ServicesSeparate, scoped per order
    Explore a real capture

    Build on real worlds.

    Sample pack in 24 hours. Same-day API access for evals. Whether you're training a frontier model or wiring up a single eval, start with one signed agreement and one cURL.

    See the API