Validation results and supported scope
v0.3.0 · UE 5.8.2 / Windows x64 · 2026-09-30
The current release is v0.3.0. The following results come from its published September 28, 2026 release validation, reviewed on September 30. UE tests and performance measurements were not rerun for this documentation update. Older source-test results remain below with their own dates and conditions.
v0.3.0 release validation
Section titled “v0.3.0 release validation”Build sources: Plugin 1f06ac8 / Demo f3b6f13. Environment: UE 5.8.2, Windows 11 x64, Core i7-12700, RTX 3070. The release validation JSON and manifest record these results:
| Scope | Recorded result |
|---|---|
| BuildPlugin | Editor Development, Game Development, and Game Shipping passed |
| Demo builds | Editor Development and Win64 Shipping with prerequisites passed |
| UE Automation | 12 successful tests total, including 2 with warnings; 0 failures |
| Bake save fixtures | 2 successful tests, including 1 with warnings; 0 failures (separate run) |
| Extracted ZIP integrity | CRC and SHA-256 passed for all 3 ZIPs; standalone / embedded plugin byte-identical |
| Extracted Editor model | Parity test passed; CPU and DirectML errors below 0.001 |
| Extracted face demo | All 6 samples passed in Editor |
| Extracted Shipping controls | 6 cases passed, including baked playback, live intervals, and CPU queue contention |
| Extracted Shipping smoke | 10 cases passed, including Blueprint, live PCM, and 300-second audio |
| Extracted Shipping Visemes | All 6 samples passed for each of five-vowel, OpenFaceFX, and TalkingHead configurations |
Warnings include deliberate invalid-bake-input rejection, an audio DDC-key warning, and WASAPI raw-mode fallback. All assertions passed; 2 tests with warnings are part of the 12 total, not 2 additional tests. The bake-save-fixture run is recorded separately.
Visual review passed for representative extracted Editor / Shipping captures: visible face, materials, mouth shapes, and HUD, with no missing textures or blank capture. This is functional / visual verification, not a comparative lip-sync quality study.
Release performance examples
Section titled “Release performance examples”The extracted Shipping DirectML test analyzed 300-second audio (4,800,000 samples / 9,000 frames) in 3.293 s for inference and 7.529 s total according to its result fields. These are recorded test timings, not real-time presentation latency or a new benchmark.
| Baked playback case | Short-clip sampling P95 | 300-second clip sampling P95 | Dynamic Viseme conversion P95 |
|---|---|---|---|
| Editor | 0.201 µs | 0.298 µs | 58.699 µs |
| Extracted Shipping | 0.100 µs | 0.200 µs | 110.400 µs |
Both cases recorded baked_model_unloaded=1. Sampling and Viseme conversion are separate microbenchmarks; they exclude storage loading, physical audio output latency, and total game frame time. They do not make playback zero-latency. Earlier source measurements below are separate runs and must not be presented as v0.3.0 release measurements.
The release record explicitly excludes Android, other UE versions, long-duration physical microphone capture, actual GPU hardware failure, and physical audio output latency. Wav2ARKit feature branches were not included.
Historical records: September 24–25
Section titled “Historical records: September 24–25”This page summarizes public results from September 24–25, 2026. The environment was UE 5.8.2, Windows x64, Visual Studio 2022 / MSVC 14.44, Core i7-12700, RTX 3070, and 64 GB RAM. Release tests, later source changes, and earlier measurements are identified separately.
Numerical model parity
Section titled “Numerical model parity”Maximum absolute error against PyTorch, using a fixed window, FP32, opset17, and 3,328 values before post-processing:
| Input | Python ONNX Runtime | UE CPU | UE DirectML |
|---|---|---|---|
| noise / style 0 | 7.2122e-6 | 7.2122e-6 | 1.7136e-6 |
| silence / style 0 | 1.7509e-7 | 1.70e-7 | 6.3e-8 |
| noise / style 11 | 4.2617e-6 | 4.232e-6 | 1.088e-6 |
All were below 1e-3. Tensor parity is distinct from a subjective assessment of lip-sync quality.
Version 0.2 functional tests
Section titled “Version 0.2 functional tests”| Test suite | Published result |
|---|---|
| UE Automation | 5 passed: decoder, boundaries / curves, PIE teardown / cancellation, live timing, model parity |
| Additional playback / live tests | 5 passed in each of Editor, Development, and Shipping |
| Existing packaged regressions | 10 passed in each of Development and Shipping |
| Shipping face demo | All 6 JVNV speech samples passed |
Tests cover volume, submixes, concurrency, game pause, completion events, live interval changes, and recovery under CPU contention. Inspect the Shipping test results and Automation record.
Blueprint face demo
Section titled “Blueprint face demo”In the published source revision after the v0.2.0 ZIPs, three Blueprints compiled without errors or warnings. All six samples passed in Editor Standalone, Development, and Shipping, covering HUD clicks through analysis, playback, and AnimGraph jawOpen output. See the 18 execution records.
Dependency checks found no demo C++ module references across 44 assets. Physical keyboard and microphone input were not part of this automated verification.
Interpreting performance numbers
Section titled “Interpreting performance numbers”The earlier Shipping / DirectML / NullRHI measurement analyzed five minutes of audio in 3.489 seconds for inference plus post-processing, or 8.220 seconds including model loading and decoding. A separate CPU-forced process measured 74.965 and 78.519 seconds respectively. Process startup was excluded.
After initialization, fixed windows in a same-process test took about 50–57 ms on CPU and 6.7 ms on DirectML. Do not extrapolate short-window timing directly to long analysis. Peak Working Set for the entire Shipping process was about 1,748–1,775 MiB, including UE, the model, and NNE.
Version 0.2 separates initialization from P95 and includes worker queueing in Result Latency. These definitions differ from earlier P95 results. NullRHI functional tests are not performance guarantees for a rendered application.
Remaining unverified areas
Section titled “Remaining unverified areas”- Physical microphone capture, disconnects, overflow, and long-running live sessions.
- Many simultaneous characters, sustained cache pressure, and memory-leak testing.
- Physical GPU loss, driver faults, and corrupted cooked chunks.
- Synchronization including physical audio output, real socket tracking, and perceived attenuation / spatialization.
- Full-utterance subjective quality and use on other characters.
See development and releases to rerun the published checks.
Baked-clip validation (2026-09-28)
Section titled “Baked-clip validation (2026-09-28)”This section uses the published validation record for Plugin 1f06ac8 / Demo f3b6f13, UE 5.8.2 / Win64. It is separate from the v0.2.0 results. These UE tests were not rerun when creating this site update.
- All 12 automation tests succeeded: 10 without warnings, 2 with warnings, no failures. Coverage includes generation, regeneration, and data validation.
- Six playback cases per configuration, 18 total, passed across Editor / Development / Shipping. Each configuration includes a saved-clip playback case.
- The maximum absolute curve error against CPU dynamic analysis with the same input and settings was 0 (tolerance 0.00001).
- Saved-clip playback cases confirmed the model was not loaded. Coverage also includes playback controls, routing, 3D, and concurrency.
| Configuration | Short-clip sampling P95 | 300-second clip sampling P95 | Dynamic Viseme conversion P95 |
|---|---|---|---|
| Editor | 0.201 µs | 0.399 µs | 78.700 µs |
| Development | 0.200 µs | 0.200 µs | 53.800 µs |
| Shipping | 0.200 µs | 0.300 µs | 65.400 µs |
These are local microbenchmarks, not model inference times, total game frame times, playback startup waits, or latency through physical audio output. The record does not specify CPU / GPU models, so do not assume the older hardware setup above applies. Viseme conversion remains a runtime operation separate from the saved clip. Physical microphone capture and visual inspection of the generation dialog were not performed in this record.
Generation, preloading, packaging, and reproduction steps
Sequencer integration (public source)
Section titled “Sequencer integration (public source)”This record is from October 7, 2026 · public source Plugin 1642ffa / Demo 2fbdcb3 · UE 5.8.2 / Windows 11 / RTX 3070. It is separate from v0.3.0 release validation. No new performance measurements or regression reruns were conducted for this documentation update.
| Check | Published result |
|---|---|
| LAM. regression | 17 successful tests, 0 failed; one test with warnings |
| Timing and editing | 24 / 30 / 60 / 29.97 fps, subframes, backward position changes, split, trim and move |
| Editor | Maximum error 0 between actual ARKit / Viseme AnimBP output and direct Sample; release, restored update flags and Undo / Redo checked |
| MRQ | Temporal Samples 1 / 8, partial start, two shots, subsequences, PNG / WAV |
| MRQ 52 values | Maximum error 2.2658070764070004e-7, below the 1e-5 tolerance |
| Audio comparison | All 32,000 audio frames match a standard Audio Track with identical PCM, range, offset and split positions |
| Development / Shipping | ARKit / Viseme maximum error 0, release on stop, no model loaded |
Warnings came from the existing LAM.Bake.GenerateAndRegenerate test, including intentional invalid-input rejection and audio DDC key differences during regeneration. MRQ compared all 52 values with independently interpolated expectations at each evaluation time; it did not require pixel matching after motion blur. Complete mouse-operation coverage, including dragging and waveform appearance, was not tested. UE’s shot-boundary audio limitations remain.
Validation report · Numerical JSON · Usage and unsupported features