The core issue is that browsers are real-time systems. They render frames when they can, skip frames under load, and tie animations to wall-clock time. If your screenshot takes 200ms but your animation expects 16ms frames, you get a stuttery, unwatchable mess. The browser kept rendering at its pace while we captured at ours, and the two never agreed.
This article originally appeared on Engadget at https://www.engadget.com/apps/google-ends-its-30-percent-app-store-fee-and-welcomes-third-party-app-stores-185248647.html?src=rss
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