Assuming 30fps turned 180 seconds of animation into 113.
I piped 180 seconds of animation into ffmpeg at an assumed 30fps. Output: 113 seconds — subtly drunk, no error message. The compositor's real rate swung 19–42fps with scene load. Fix: timestamp every frame with wall-clock time, resample onto a uniform 30fps grid. 5,400 frames placed by hand. The rule: in generative work, the thing you didn't measure is the thing that ships broken. "It looked right" is not QA. What are you still eyeballing that you should be measuring?
Founder at PRAW
I captured a 180-second HTML animation via screencast and piped the frames into ffmpeg at an assumed 30fps. Output: 113 seconds. Wrong speed, wrong product, no error message — just a video that felt subtly drunk. Measurement showed the compositor's real frame rate swinging between 19 and 42fps depending on scene load. The fix was unglamorous: timestamp every frame with wall-clock time, resample onto a uniform 30fps grid with nearest-neighbor, then encode. 5,400 frames, placed by hand, essentially. The rule I took from it: in AI and generative work, the thing you didn't measure is the thing that ships broken. "It looked right" is not QA. I now verify timing by extracting frames at known timestamps and matching them against scene content. Slow? Yes. Cheaper than publishing a drunk video? Always. What are you still eyeballing that you should be measuring?
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