--- title: "@hyperframes/engine" description: "Low-level, seekable frame capture and encoding primitives." --- `@hyperframes/engine` is the low-level layer beneath the [Producer](/packages/producer). It opens a page that implements the HyperFrames seek protocol, seeks to an exact time, and captures the resulting frame. Most integrations should use the CLI or Producer. Use the Engine only when you need to own frame capture, encoding, media extraction, or browser management. ```bash npm install @hyperframes/engine ``` ## Why it is different from screen recording A screen recorder waits for the wall clock and may miss frames under load. The Engine asks the page to seek to a specific time and captures that state before moving on. That makes frame scheduling repeatable and prevents dropped frames caused by a slow machine. Exact pixels can still vary with Chrome, fonts, codecs, GPU behavior, and the host environment. Pin those dependencies when exact visual reproducibility matters. ## Capture frames The page at `serverUrl` must expose `window.__hf` with a `duration` and a deterministic `seek(time)` function. ```ts import { captureFrame, closeCaptureSession, createCaptureSession, getCompositionDuration, initializeSession, } from "@hyperframes/engine"; const fps = { num: 30, den: 1 }; const session = await createCaptureSession( serverUrl, "./frames", { width: 1920, height: 1080, fps, format: "jpeg", }, ); try { await initializeSession(session); const duration = await getCompositionDuration(session); const totalFrames = Math.ceil(duration * 30); for (let frame = 0; frame < totalFrames; frame += 1) { const time = frame / 30; await captureFrame(session, frame, time); } } finally { await closeCaptureSession(session); } ``` Use `captureFrameToBuffer()` when the next stage needs an in-memory buffer instead of a file. ## WebGPU requirements A composition marked `data-requires-webgpu` must be able to create a WebGPU device before capture starts. Finding an adapter alone is insufficient: device creation can still fail because of the browser or graphics driver. The adapter and device check share a ten-second timeout, and failure stops capture with `WebGpuUnavailableError`. Hardware adapters are required by default. A launch explicitly configured for software WebGPU may use SwiftShader, but it must also create a device. The check releases its temporary device; the composition still creates its own device with any features or limits its renderer needs. ## What else the package exposes | Surface | Use it for | | --- | --- | | Browser management | Launching, pooling, and releasing Chrome | | Encoders | MP4, WebM, MOV, GIF, PNG-sequence, muxing, and faststart | | Media extraction | Preparing source video frames and audio tracks | | Parallel capture | Distributing frame ranges across workers | | Diagnostics | Capture performance, media metadata, and GPU parity | Paths passed to `encodeFramesChunkedConcat()` and `concatVideoFiles()` may be relative or absolute. Relative paths resolve from the calling process's working directory. These are rendering internals. Their result and error conventions differ by operation: browser and capture orchestration throws, FFmpeg wrappers generally return result objects, and teardown helpers avoid masking the original failure. ## Related topics Get a finished video without assembling the pipeline yourself. Understand what HyperFrames controls and what the environment still affects.