Based on the relative timelines of these efforts, this meant we needed to continue to add new functionality to internal builds of the live-service game to meet certain publisher milestone requirements despite the fact that when these features would ultimately get released to the player it would be in the offline game. As a result, we needed to continue to build out and deploy new backend functionality in our internal development environments that would never actually need to be deployed to live player-facing production environments.
Великобритания собралась защитить свою военную базу от Ирана14:46
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clock-frequency=5700000: 5.7 MHz pixel clock
The root cause? We drive Chrome's rendering loop frame-by-frame rather than letting it render freely. If no frames are issued for a while, internal buffers go stale. The fix is a warmup loop that continuously issues "skip frames" at ~30fps while waiting for the page to signal it's ready to record: