LatentSync 1.6: new words for a video you already have, and where to run it

October 14, 2026
Models

Code under Apache 2.0 and weights under the OpenRAIL++ license, which allows commercial use within its use restrictions. Self-hosting needs a GPU with at least 18GB of memory for version 1.6, against 8GB for version 1.5, and the repository ships the weights, a training recipe and an inference script. In your browser it runs on cnaps studio, included in the basic plan.

It changes one thing in a video you already have: the mouth. Give it a talking clip and a new voice track, and it regenerates only the lips to match the new audio, leaving the face, the background and the camera move as they were. That makes it a dubbing and re-voicing tool rather than a video generator.

The cost is a little softness. The new mouth is drawn at 512 by 512 pixels on the face, so it can look slightly softer than the rest of a sharp close-up, and every frame needs one visible face. Eight video generation models sit in the cnaps studio catalog, and this is the one for re-syncing footage that already exists.

What it actually is

An audio-conditioned latent diffusion model from ByteDance. A small speech encoder turns the voice into embeddings that steer an image diffusion network through cross-attention, and the network repaints a masked mouth region using a reference frame of the same face. During training, a lip-sync judge network the authors call StableSyncNet scores every result, which is where most of the sync accuracy comes from.

Version 1.6, released in June 2025, was retrained on 512 by 512 face crops to reduce the blur of earlier versions. It works in windows of 16 frames and keeps the source video's frame rate.

In cnaps studio you connect a video and a sound file. The voice can run up to 60 seconds and is muxed into the result. Steps run from 5 to 50 per window, default 20, and an advanced guidance setting runs from 1.0 to 3.0, default 1.5, where higher values exaggerate articulation. A 13-second clip takes about a minute and a half at the default.

ApproachAudio-conditioned latent diffusion, mouth region only
Version1.6, June 2025, trained on 512x512 faces
Inputs in cnaps studioA video with one face per frame, plus a voice
Voice lengthUp to 60 s; output follows the sound
Video limitsUp to 2048 pixels a side and 1500 frames
Steps5 to 50 per 16-frame window, default 20
Guidance1.0 to 3.0, default 1.5
Typical run in studioAbout 1.5 minutes for 13 s at 20 steps
Downloads last month133,982
LicenseApache 2.0 code, OpenRAIL++ weights
In cnaps studio, a short clip of a woman speaking in a kitchen and a new line read by Qwen3 Voice Design go into LatentSync 1.6 at 20 steps, and the re-synced clip plays in the video viewer.
An existing clip and a new voice line in, the same footage with lips matched to the new words out.

Try LatentSync 1.6 in cnaps studio →

The published numbers

The paper scores the original LatentSync, trained at 256 by 256, against four other open lip-sync methods on two talking-head test sets. FID and FVD measure how real frames and motion look, SSIM how closely frames match the original, LMD how far mouth landmarks drift, and Sync how well lips match the audio. Lower is better for FID, LMD and FVD; higher for SSIM and Sync.

Test setFIDSSIMSyncLMDFVD
HDTF7.220.798.90.30162.74
VoxCeleb25.70.817.30.51123.27

Those scores were the best of the five methods in all ten columns. The authors also report that StableSyncNet lifted the judge network's own accuracy on HDTF from 91% to 94%.

Read them as a strong starting point measured by the authors, on an older version at half the face resolution. No scores have been published for 1.6 itself.

How it compares to the other talking-video models here

LatentSync 1.6LTX-2.5 Audio-to-VideoMiniMax H3LTX-2.5
TypeAudio-conditioned latent diffusionTwo-stage audio-to-video diffusionSingle-stream audio and video transformerAudio and video diffusion transformer
SizeNot stated22B33B22B
OutputYour video with new lips, up to 60 sTalking video from one image, 0.5 to 30 s5.2 to 14.4 s with its own soundtrackAbout 5 s with generated speech and sound
LicenseApache 2.0 code, OpenRAIL++ weightsLTX-2.x Community LicenseMiniMax H3 Community LicenseLTX-2.x Community License
DistinctiveEdits footage you already haveAnimates a still to a supplied voiceFollows image, video and audio referencesWrites the dialogue audio itself

These four share no published test, so the table maps what goes in. The first question is whether you start from footage, a still, or nothing at all.

Reach for LatentSync 1.6 when the video exists and only the words change. Reach for LTX-2.5 Audio-to-Video to animate a portrait to a voice, MiniMax H3 to build a scene from references, and LTX-2.5 when the model can invent the speech too.

What to chain it with

A video and a voice in, the same video with matching lips out, so it usually finishes a chain.

The natural chain is dubbing. Speech Recognition (Clips) transcribes the original, Gemma 4 31B translates the script, Qwen3-TTS or Qwen3 Voice Design speaks it in the new language, and LatentSync 1.6 fits the lips. For a speaker who does not exist yet, LTX-2.5 can generate the footage first, as in the example above.

Open LatentSync 1.6 in cnaps studio, sync one short close-up at the default 20 steps, and check fast syllables and teeth before running a whole video.

FAQ

What does LatentSync 1.6 need to run locally?

A GPU with at least 18GB of memory for version 1.6, against 8GB for version 1.5. The repository provides the weights and an inference script, and the weights use OpenRAIL++, which allows commercial use within its restrictions. In cnaps studio it runs in the browser, included in the basic plan.

Why did my run fail?

Every frame needs one visible face. The studio aligns the face in each frame before generating, and a frame with no face, such as a cutaway or an empty shot, stops the run. Trim those frames first, or split the video and sync only the parts where the speaker is on screen.

What happens if the voice is longer than the video?

The output follows the sound, up to 60 seconds. When the video is shorter, the studio plays it forwards and then backwards to cover the gap, which suits a steady talking shot but looks odd with visible motion. For long narration, supply a video at least as long as the voice.

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