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Render your Hyperframes compositions to MP4, MOV, or WebM with the CLI. The rendering pipeline is frame-by-frame and seek-driven — see Deterministic Rendering for how this works under the hood.

Getting Started

1

Verify your environment

Run the diagnostics command to check for required dependencies:
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Expected output:
2

Preview your composition

Before rendering, preview your composition in the browser to verify it looks correct:
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3

Render to MP4

Run the render command from your project directory:
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Expected output:

Rendering Modes

Local Mode (default)

Uses Puppeteer (bundled Chromium) and your system’s FFmpeg. Fast for iteration during development.Requires: FFmpeg installed on your system. See Troubleshooting if FFmpeg is not found.
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Pros:
  • Fast startup, no container overhead
  • Can use your system GPU for Chrome/WebGL capture by default
  • Can use your system GPU for hardware-accelerated encoding (with --gpu)
  • Best for iterative development
Cons:
  • Output may vary across platforms due to font and Chrome version differences
  • Not suitable for CI/CD pipelines that require reproducibility

When to Use Each Mode

Options

Quality and Encoding

The --quality flag selects a preset that controls the H.264 CRF (Constant Rate Factor) and encoder speed: For finer control, use --crf or --video-bitrate to override the preset:
Tip: The default standard preset (CRF 18) is visually lossless at 1080p — most people cannot distinguish it from the source. Use --quality draft for faster iteration, or --quality high / --crf 10 when file size is no concern.

GPU Acceleration

Hyperframes has two separate GPU acceleration surfaces:
  • --gpu uses a hardware video encoder in FFmpeg when one is available. Supported backends include VideoToolbox on macOS, NVENC on NVIDIA systems, VAAPI on Linux, and Intel QSV on supported Windows/Linux hosts.
  • Browser GPU uses the host GPU for local Chrome/WebGL capture. It is enabled automatically for local renders and disabled in Docker. Use --no-browser-gpu to opt out.
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Browser GPU capture is local-mode only. It maps to platform-native Chrome GPU backends: Metal on macOS, D3D11 on Windows, and EGL on Linux. Use --no-browser-gpu or Docker mode when exact cross-machine reproducibility matters more than local render speed.

Workers

Each render worker launches a separate Chrome browser process to capture frames in parallel. More workers can speed up rendering, but each one consumes ~256 MB of RAM and significant CPU.

Default behavior

By default, Hyperframes uses half of your CPU cores, capped at 4: This is intentionally conservative. Each worker spawns its own Chrome process, so the per-worker overhead is significant. Fewer workers avoids resource contention with FFmpeg encoding and your other applications.

Choosing a worker count

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Start with the default. If renders feel slow and your system has headroom (check Activity Monitor / htop), try increasing --workers. If you see high memory pressure or fan noise, reduce it.

When to use 1 worker

  • Short compositions (under 2 seconds / 60 frames) — parallelism overhead exceeds the benefit
  • Low-memory machines (4 GB or less)
  • Running renders alongside other heavy processes (video editing, large builds)

When to increase workers

  • Long compositions (30+ seconds) on a machine with 8+ cores and 16+ GB RAM
  • Dedicated render machines or CI runners
  • Docker mode on a well-provisioned host

Concurrent Renders

When multiple render requests hit the producer server simultaneously (common with AI agents), each render spawns its own set of Chrome worker processes. Too many concurrent renders can exhaust CPU and cause failures. The producer server uses a request-level semaphore to queue renders. Only maxConcurrentRenders renders execute at a time — additional requests wait in a FIFO queue until a slot opens.

Configuration

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The default is 2 concurrent renders, which works well on 8-core machines where each render uses 2-3 workers.

Queue status

The producer server exposes a GET /render/queue endpoint that returns the current state:
AI agents can poll this endpoint to decide whether to submit a render or wait.

SSE queue events

When using the streaming endpoint (POST /render/stream), queued requests receive a queued event before rendering begins:
This lets agents report “waiting in queue” to users rather than appearing stuck.

Choosing a concurrency limit

When in doubt, use 1. Renders will queue up and execute sequentially, but each one gets full CPU and finishes as fast as possible. This is better than 3 renders fighting for CPU and all finishing slowly — or failing.

Transparent Video

Hyperframes supports rendering with a transparent background — useful for overlays, lower thirds, subscribe cards, and any element you want to composite over other footage in a video editor.
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MOV with ProRes 4444 is the industry standard for transparent video. It works in all major video editors:
  • CapCut
  • Final Cut Pro
  • Adobe Premiere Pro
  • DaVinci Resolve
  • After Effects
ProRes MOV files are large (typically 5-40 MB for short clips) because ProRes is a high-quality intermediate codec optimized for editing, not delivery. This is expected — the same tradeoff Remotion and professional pipelines make.

Format comparison

WebM VP9 alpha is technically supported but all major video editors ignore the alpha channel and render transparent areas as black. Only Chromium-based browsers (Chrome, Arc, Brave, Edge) decode VP9 alpha correctly. Safari does not support it. Use MOV for editor workflows and WebM only for browser-based playback.

How it works

When you render with --format mov or --format webm, Hyperframes:
  1. Captures each frame as a PNG with alpha channel (instead of JPEG for MP4)
  2. Sets Chrome’s page background to transparent via Emulation.setDefaultBackgroundColorOverride
  3. Encodes with an alpha-capable codec (ProRes 4444 for MOV, VP9 for WebM)
Your composition’s HTML should not set a background on html or body — leave it unset so the transparent background comes through.

Authoring transparent compositions

Only the visible elements (cards, text, images) will appear in the final video. Everything else will be transparent.

Verifying transparency

  • In a browser: Open the MOV file — it won’t play (ProRes is not a browser codec). Instead, render a WebM copy and open it in Chrome on a checkerboard background page.
  • In a video editor: Import the MOV file and place it on a track above other footage. Transparent areas should show the footage below.
  • Online tool: Use rotato.app/tools/transparent-video to verify your MOV or WebM has working transparency.

Tips

Use draft quality during development for fast previews. Switch to standard or high for final output.
  • Use npx hyperframes benchmark to find optimal settings for your system
  • Docker mode is slower but guarantees identical output across platforms
  • For compositions with many frames, --gpu can significantly speed up local encoding

Next Steps

Deterministic Rendering

Understand the determinism guarantees

HDR Rendering

Render HDR10 MP4 from HDR video and image sources

CLI Reference

Full list of CLI commands and flags

Troubleshooting

Fix common rendering issues