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The multi-worker capture path (parallelCoordinator.ts) calculated frame time as `i / fps` without the frameStartOffset, causing all chunks in distributed rendering to seek to time 0 instead of their assigned start position. Single-worker paths in renderOrchestrator.ts already had the fix but workers > 1 used a separate code path that was missed. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>