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Video-Language Models and Streaming: How They Are Trained and Why They Are Weak in Sports Benchmarks

Status: Draft (2026-10-13), unmeasured. The figures in the paper and technical report were verified directly from the original sources along with their conditions. The only part directly experimented with is the token-counting calculation (code/12_video_tokens.py), and we have never run a Video-LLM on our own table tennis videos (unmeasured). The video input conditions and slow verification layer design of real services (Gemini) are covered in TT Score Model Dissection Part 8. This part focuses on "Training Methods and Benchmarks". Series "Reading Vision Models 2", Part 12 (Final). Part 1's CLIPimage encoder appears here again.

Table of Contents

1. Intuition: Attaching Eyes to a Language Model

Video-language models typically connect two existing components: an image-viewing encoder(the CLIP family from Part 1) and a text-handling language model. A small connection layeris placed between them to convert vectors produced by the image encoder into vectors that the language model can read like words ("image tokens"). For videos, a few frames are extracted, converted into image tokens respectively, and concatenated.

프레임을 토큰으로 바꿔 언어 모델에 넣는다 1–2fps 프레임 그림 인코더 CLIP 계열 연결 층 토큰 합치기 언어 모델 다음 낱말 학습 순서(LLaVA 형) 1) 그림-설명 짝으로 연결 층만 학습 인코더·언어 모델은 얼림 — 그림 토큰을 낱말처럼 2) 질문-답 데이터로 연결 층 + 언어 모델 학습 손실 = 답 부분의 다음 낱말 예측 영상판: 프레임 토큰을 잇고 시각 정보를 덧붙인다 스트리밍으로 바꾸는 장치 · 프레임마다 「지금 말할까」 를 맞히는 손실 VideoLLM-online · 1초마다 프레임과 자막 낱말을 번갈아 학습 LiveCC · 맨 앞 토큰 일부 + 최근 16초만 남기는 창 StreamingVLM 어느 쪽도 16.7ms 안의 순서를 정답으로 배우지 않는다
Figure: Frame → Image Encoder → Connection Layer → Language Model, and Streaming Mechanisms

The training loss is the same as for language models: next-token prediction. A question like "How many times did the player hit the ball in this video?" and image tokens are fed in, and the model is trained to predict the words of the correct answer sentence one by one. Within this simple framework, what is shown, how densely it is shown, and what sentences are provided as correct answers determine the model's capabilities.

2. How They Are Trained

LLaVA: Two Stages

LLaVA (NeurIPS 2023) established the baseline sequence for this family (paper).

  1. Connection layer training only. Using 595,000 image-caption pairs, the image encoder (CLIP ViT-L/14) and language model are frozen, and only a single linear connection layer is trained. 1 epoch, about 4 hours. This is the stage where image tokens are made to "fit" into the word space of the language model.
  2. Instruction-following training. Using 158,000 question-answer format data, the connection layer and language model are trained together. 3 epochs, about 10 hours. The loss is applied only to the words in the answer portion .

Both stages were performed using 8 datacenter-grade GPUs. An interesting point is the origin of the data for the second stage. It was not written by humans; instead, a text-only model unable to see images (GPT-4) was given captions and object bounding box coordinates in text form and asked to write conversations, detailed descriptions, and reasoning QA. This means the answer sentences came from "text about the image" rather than the image itself.

Expanding to Video

Video-LLaVA (2023) uniformly extracts 8 framesfrom a video and feeds them in at 224px. It used 558,000 image-text pairs and 702,000 video-text pairs in stage 1, and 665,000 image instructions and 100,000 video instructions in stage 2 (paper). Several seconds of video are summarized into 8 frames.

Qwen2.5-VL: Reducing Tokens and Injecting Visuals

To feed longer videos, tokens must be conserved. Qwen2.5-VL (2025 Technical Report) does this as follows.

In the task of finding event segments within a video (Charades-STA), the 72B model achieved an mIoU of 50.9 (report). It handles "second intervals" to some extent, but the unit is in seconds.

Streaming: Learning Even When to Speak

Real-time commentary differs from conversation where one answers after a question finishes. Videos stream continuously, and the model must determine for itself when to speak .

In all three cases, the target answer is human speech (descriptions, subtitles, commentary) . Even if a commentator says "Great forehand!", they do not say "The bounce on the receiver's side was at the 41st frame." The temporal resolution that the model can learn is hard-pressed to exceed the temporal resolution of the answer sentences.

3. Trying It Out: Token Value of a 10-Second Rally

code/12_video_tokens.py We calculated the number of visual tokens required for a 10-second rally using Qwen2.5-VL's approach (28×28 pixels per token, two frames per bundle) (code/12_video_tokens.out.txt). The evaluation upper limit is 24,576 tokens per video.

Resolution (tokens per bundle) 1fps 2fps 8fps 30fps 60fps
448×252(144) 720 1,440 5,760 21,600 43,200 (Exceeded)
896×504(576) 2,880 5,760 23,040 86,400 (Exceeded) 172,800 (Exceeded)
1792×1008(2,304) 11,520 23,040 92,160 (Exceeded) 345,600 (Exceeded) 691,200 (Exceeded)

We then compared the size of the ball at those resolutions against a single token cell. The median ball diameter of 11 pixels in a 1080p side-view video (measured in TT Score Model Dissection Part 2) was scaled down proportionally.

448×252: 공 지름 2.6px = 토큰 한 칸 폭의 9%
896×504: 공 지름 5.1px = 토큰 한 칸 폭의 18%
1792×1008: 공 지름 10.3px = 토큰 한 칸 폭의 37%

A trade-off is visible. To input all frames at 60fps, even if the resolution is lowered to 448×252, it exceeds the upper limit, and at that point, the ball is 9% of a single token. If you increase the resolution so the ball is visible, you can only fit 1–2fps. Since a single bounce contact occurs within one or two frames (17–33ms at 60fps), there is no room in the token budget to simultaneously capture "dense time" and "small objects." For reference, the open-source VideoLLM-online model drastically reduced this to 10 tokens per frame (3×3 grid + 1). That is 200 tokens for 10 seconds at 2fps, but it views the entire screen as merely a 3×3 grid.

4. What Benchmarks Show

TennisTV: Understanding Tennis Rallies

TennisTV constructed 2,527 questions across 8 tasks using 1,298 tennis videos from F3Set (currently based on v5, paper).

Target Average Accuracy
Human 89.2
Random 27.9
Best Model (GPT-4.1) 45.1
GPT-4o / Gemini 2.5 Pro 44.5 / 43.9
Qwen2.5-VL-7B 38.8

Even the best model performs at around half the level of humans and is only 17 points higher than random guessing. Counting hit counts in a rallywas 92.5 for humans and 39.8 for the best model. This aligns with our observation in Part 1 that CLIP is weak at "counting".

Even more interesting is the experiment increasing the number of frames(Qwen2.5-VL-7B, paper).

Input Overall Rally-level Tasks Hit-level Tasks
1fps 38.1 — —
16 frames 38.6 39.3 38.0
32 frames 38.8 38.8 38.9
64 frames 38.4 37.7 39.1

Even when quadrupling the frames, the overall score remained nearly unchanged, and rally-level tasks actually dropped. Showing more frames does not mean the model knows how to use them. This can be interpreted as stemming from the fact that it rarely saw such correct answers (QA about dense time) during training (estimation).

F3Set: Dropped from Comparison Entirely

F3Set (ICLR 2025), a benchmark for fast and dense fine-grained events, conducted a preliminary test showing GPT-4V 12 consecutive frames of a tennis rally. While it recognized sports, scoreboards, and tournaments, it failed to capture fine-grained events and the order between frames(such as hit direction), leading to its exclusion from the main experiment comparisons (paper appendix). This means it was not at a level to be placed in the same table as the frame-level models from Part 10.

SportR: Rule Inference via Reinforcement Learning

SportR (2025) asks questions on rule and foul inference using 4,789 images across 5 sports and 2,052 videos across 4 sports. The results split into two directions (paper).

While inferenceregarding rules can be improved through training, the material for that inference— dense perception(where and when the ball hit)—remains weak.

SCBench: Table Tennis Commentary

SCBench (2024) contains 719 table tennis clips (averaging 9.96 seconds). The commentary score for the best table tennis model (InternVL-Chat-2, 40B parameters) was 5.92 out of 10. Scoring was performed by another language model across six dimensions (paper).

5. Why They Are Weak: Three Reasons from the Training Methodology

  1. The ground truth consists of words. The ground truth in training data consists of captions, subtitles, commentaries, and Q&A written by language models. Humans do not speak in bounce frame numbers. Temporal resolution that is absent from the ground truth is difficult to learn.
  2. Token budgets force a trade-off between time and space. As calculated above, including all frames makes the ball smaller than a single token, whereas making the ball visible results in sparsely sampled frames.
  3. The "eyes" are weak at "counting" and "fine-grained details." Many models use frozen CLIP-family image encoders. We saw in Part 1 that these encoders are weak at counting and fine-grained distinctions.

6. Limitations (Regarding the Claims of This Part)

7. Connection to Our Project

A word from TT. Video-LLMs learn from commentators' words. But commentators do not say, "Bounce on the 41st frame!" That is why they speak well, but do not really know when the ball landed. It seems right to leave the adjudication to the ball-counting engine and the descriptions to the articulate model.

References

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