API COMPARISON · 7 DOCUMENTED

Real-time AI video APIs, compared by the product loop.

A fast clip endpoint, a WebRTC transformation stream, and an interactive world API solve different problems. Compare access and evidence without flattening them into one speed rank.

SOURCE-LINKED·LAST VERIFIED ON EVERY RECORD·USE THE MODEL SELECTOR →
Quick answer

Start with Class A for buffered next-scene generation, Class B for continuous transformation or live avatars, and Class C for action-conditioned worlds. A public API badge confirms access, not comparable latency.

Model / sourceRealtime classTransportNative audioPublished timingPriceEvidence
H3 Maxfalfal launch announcementCLASS A · FASTER CLIPQueued APIYesRTR 0.60 (inference)$0.08 / output second at 768pOFFICIAL CLAIM
H3 Max Turbofalfal API documentationCLASS A · FASTER CLIPQueued APINot reportedNot reportedNot reportedOFFICIAL CLAIM
HeliosReactorReactor model catalogCLASS B · STREAMINGWebRTCNot reportedNot reportedNot reportedOFFICIAL CLAIM
Lucy 2.0DecartDecart official siteCLASS B · STREAMINGWebRTCNoNot reportedNot reportedOFFICIAL CLAIM
MiniMax H3MiniMaxMiniMax open-source announcementTRACKEDAPI / local deploymentYesNot reportedNot reportedOFFICIAL CLAIM
MirageDecartMirage official demoCLASS B · STREAMINGLive streamNoNot reportedNot reportedOFFICIAL CLAIM
Oasis 2.0DecartOasis 2.0 official experienceCLASS C · INTERACTIVE WORLDInteractive streamNot reportedNot reportedNot reportedOFFICIAL CLAIM

“Not reported” means the current source does not provide a comparable value. It never means zero cost or zero latency.

CHOOSE BY JOB

Three realtime classes. Three buying questions.

CLASS A · FASTER CLIP

Finish the next clip before playback ends

Next-scene generation

Compare complete-clip generation with RTR, then check whether the published number covers inference or the full request.

CLASS B · STREAMING

Change an active visual stream

Live transformation

Transport, time to first frame, cadence, jitter, and mid-stream control matter more than clip RTR.

CLASS C · INTERACTIVE WORLD

Let actions alter future generated frames

Interactive worlds

Look for action-to-effect latency, output FPS, supported controls, persistence, and session limits.

BEFORE YOU INTEGRATE

Ask where the clock starts and stops.

Official inference time can be useful for capacity planning. End-to-end waiting also includes queueing, preprocessing, encoding, storage, and delivery. Keep both values and their conditions separate.