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Widen the default-on drawElement clamp from darwin-only to darwin|win32 (still requiring a non-software-GPU browser). The darwin restriction was a validation envelope, not an architectural limit — the CanvasDrawElement Chrome flag ships on every platform, and every safety layer that made the macOS default-on release (v0.7.38) survivable is platform-neutral: compile-time gates, the SwiftShader init gate, per-render worker-encode self-verification with screenshot fallback, and the blank guard. Worst case on an unvalidated D3D11 backend is the same as on Metal: verify catches a bad frame and the render re-runs on the screenshot baseline. Why now: 30-day telemetry shows ~206k non-CI hardware-GPU Windows renders (~78% of the win32 fleet, 18k installs) held on the slow screenshot path by the clamp — the second-largest perf population after macOS, carrying ~1,550 capture-hours/month in the DE-eligible >=700-frame band alone at a measured ~2x speedup opportunity. Instrumentation for the new cohort: drawElement session init now records the raw WebGL UNMASKED_RENDERER_WEBGL string (detectSwiftShader generalized to detectGpuBackend — same single evaluate, the string was previously read and discarded) and threads it session -> CapturePerfSummary -> RenderPerfSummary -> render_complete as `gpu_renderer`. drawElement damage proved compositor-backend-specific throughout the macOS rollout, so D3D11-cohort failures must cluster by ANGLE backend + GPU vendor (NVIDIA/AMD/Intel), not just `os`. The two DE clamp branches are extracted into a pure, unit-tested `resolveDefaultDrawElement` (platform + GPU mode + worker-encode + explicit opt-in), which also drops resolveConfig's cyclomatic complexity. The win32 streaming-encode compound tests collapse onto one shared helper. Linux stays excluded: that fleet is headless/Docker SwiftShader, where DE has no speedup and known rendering defects. Kill switches unchanged: PRODUCER_EXPERIMENTAL_FAST_CAPTURE=false, --experimental-fast-capture=false. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
@hyperframes/engine
Seekable web-page-to-video rendering engine built on Puppeteer and FFmpeg.
Framework-agnostic: works with GSAP, Lottie, Three.js, CSS animations, or any web content that implements the window.__hf seek protocol.
Install
npm install @hyperframes/engine
Requirements: Node.js >= 22, Chrome/Chromium (auto-downloaded by Puppeteer), FFmpeg
What it does
The engine opens your HTML composition in a headless Chrome instance, seeks frame-by-frame using Chrome's HeadlessExperimental.beginFrame API, captures screenshots, and encodes them into video with FFmpeg.
Key services
| Service | Description |
|---|---|
| browserManager | Launches and pools headless Chrome instances (chrome-headless-shell) |
| frameCapture | Manages capture sessions — seek, screenshot, buffer lifecycle |
| screenshotService | BeginFrame-based capture with CDP (Chrome DevTools Protocol) |
| chunkEncoder | FFmpeg encoding with chunked concat, GPU detection, faststart |
| streamingEncoder | Pipe frames to FFmpeg in real time (no intermediate PNGs on disk) |
| audioMixer | Parse <audio> elements and mix audio tracks via FFmpeg |
| videoFrameExtractor | Extract frames from <video> elements for compositing |
| parallelCoordinator | Split frame ranges across worker processes |
| fileServer | Serve local HTML files to the browser via Hono |
Usage
import {
acquireBrowser,
createCaptureSession,
initializeSession,
captureFrame,
closeCaptureSession,
} from "@hyperframes/engine";
// 1. Launch browser
const browserLease = await acquireBrowser({ captureMode: "beginFrame" });
// 2. Open a capture session
const session = createCaptureSession({
browser: browserLease.browser,
url: "http://localhost:3000/my-composition.html",
width: 1920,
height: 1080,
fps: 30,
});
await initializeSession(session);
// 3. Capture frames
for (let i = 0; i < totalFrames; i++) {
await captureFrame(session, i, `/tmp/frames/frame-${i}.png`);
}
// 4. Clean up
await closeCaptureSession(session);
await browserLease.release();
Most users should use @hyperframes/producer or the hyperframes CLI instead of calling the engine directly.
Documentation
Full documentation: hyperframes.heygen.com/packages/engine
Related packages
@hyperframes/core— types, parsers, frame adapters@hyperframes/producer— high-level render pipeline built on this enginehyperframes— CLI