BeginFrame probe times out with 6+ workers on one GPU, and the render silently falls back to screenshot capture
维护者通常 1 天内回复
评估
- 难度
- 4/5
- 预计耗时
- 3-5 天
- 新手友好度
- 72/100
- Issue 类型
- 缺陷
- 描述清晰度
- 基本清楚
- 活跃度
- 活跃
- 技术栈
- node.js, typescript
- 领域
- backend, performance
调研方向
Start with parallelCoordinator.ts around lines 1120 and 165 to trace simultaneous worker startup and the minimum worker count, then read browserManager.ts around lines 256 and 729 for the probe deadline and screenshot fallback. Reproduce with the six-worker command and verify that transient BeginFrame timeouts retry successfully, requested failures surface an error, and hardware-GPU fallback reporting is visible.
由索引模型根据 Issue 内容生成。
描述
Summary
With --browser-gpu on a hardware GPU, once 6 or more workers start together, every worker's BeginFrame probe times out. Each worker relaunches in screenshot mode, and the render takes about twice as long but still exits 0. The only signs are the summary line (screenshot capture · hardware gpu) and one [BrowserManager] warning per worker. --workers auto picks 6 on this machine, so a default GPU render always takes the slow path.
Environment
hyperframes 0.8.79 (same on main at e00baefb5), chrome-headless-shell 152.0.7977.30, ANGLE on EGL, Linux 7.2.5, NVIDIA RTX 3090 (driver 610.57.04), Node 25.9.0. hyperframes doctor passes.
Reproduction
A 10 s 1080p30 composition with one GSAP tween (no WebGL, no media):
index.html
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/gsap.min.js"></script>
<style>
html, body { margin: 0; background: #111; }
#root { position: relative; width: 1920px; height: 1080px; overflow: hidden; }
.box { position: absolute; top: 490px; left: 100px; width: 100px; height: 100px; background: #3af; }
</style>
</head>
<body>
<div id="root" data-composition-id="main" data-start="0" data-width="1920" data-height="1080" data-duration="10" data-fps="30">
<div class="box" id="box"></div>
</div>
<script>
window.__timelines = window.__timelines || {};
const tl = gsap.timeline({ paused: true });
tl.to("#box", { x: 1620, rotation: 360, duration: 10, ease: "none" }, 0);
window.__timelines["main"] = tl;
</script>
</body>
</html>
npx [email protected] render --browser-gpu --gpu --workers 6 --output out.mp4; echo "exit $?"
# [BrowserManager] HeadlessExperimental.beginFrame probe failed after 2001ms: beginFrame probe timeout during warm-up beginFrame; falling back to screenshot mode. (x6)
# screenshot capture · hardware gpu · ... capture 7.5s
# exit 0
| Workers | Capture path | Wall time (median) | Probe timeouts |
|---|---|---|---|
| 1 to 5 | beginframe (every run) | 5.4 to 6.5 s | 0 |
| 6, 7, 8 | screenshot (every run) | 9.6 to 11.0 s | all workers |
| auto (6) | screenshot | 10.1 s | 5 or 6 of 6 |
| 60 s clip, 5 / 6 workers | beginframe / screenshot | 10.3 s / 22.2 s | 0 / 6 of 6 |
5 workers is close to the edge: one run at 5 also timed out, and with a CPU-heavy job running alongside, 4 workers sometimes did too.
Cause
The first HeadlessExperimental.beginFrame does complete, just slowly while other browsers start on the same GPU. Timing it outside Hyperframes, with the exact worker flags and a 30 s deadline, it takes about 0.4 s for one browser and about 0.33 s more for each browser started alongside: 1.9 to 2.2 s at 6, and 2.7 to 3.0 s at 8. On SwiftShader the same step takes 21 to 159 ms.
- Parallel capture starts all workers at once (
parallelCoordinator.ts:1120), each probed with a single 2000 ms deadline (BEGINFRAME_PROBE_TIMEOUT_MS,browserManager.ts:256). - A probe failure only logs a warning and relaunches the browser in screenshot mode (
browserManager.ts:729), so it never reaches the exit code. defaultSafeMaxWorkers()never goes below 6 (parallelCoordinator.ts:165), whatever the GPU mode.formatScreenshotFallbackHintonly prints for a software GPU, so this case gets no hint.
Related, but not the same: #410 (auto chose 6 on a WebGL-heavy composition), #955 (SwiftShader probe contention at 6 workers per pod), #2810 (a Chrome build without BeginFrame falling back silently on Cloud Run), and #3482 (a fallback-ratio guard for drawElement).
Proposal
- Make the fallback an error on request:
--require-beginframe(envPRODUCER_REQUIRE_BEGINFRAME) fails the render with the reason instead of continuing in screenshot capture. PR to follow. - Fix the cause: retry a timed-out probe once. Locally, 6 workers, 8 workers and
autothen ran BeginFrame every time (9 of 9 renders), and the 60 s clip at 6 workers took 9.7 s instead of 22 s. A probe that genuinely fails still falls back at once. Happy to send this as a PR too. Probing the workers one at a time wasn't enough on its own (7 of 8 passed). - Print the fallback hint for hardware GPUs too.
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