forked from unom/punktfunk
Flip the `pyrowave` cargo feature into the default set across punktfunk-host, pf-client-core, pf-presenter and the session client — every packaged build (flatpak, arch/rpm/copr, windows x64 client) now carries the codec. Selection stays strictly per-session opt-in: a client must pick "PyroWave (wired LAN)" in Settings (or PUNKTFUNK_PREFER_PYROWAVE=1); nothing changes for normal HEVC/AV1 sessions. The Windows ARM64 client leg builds --no-default-features and keeps skipping it (decode is Linux-native + Apple Metal today). Advertisement no longer waits for the PUNKTFUNK_ENCODER=pyrowave lab override on NVIDIA: host_wire_caps sets the bit whenever the feature is present and the host isn't the GPU-less software pref, and SessionPlan::output_format flips a PyroWave session on the NVIDIA-auto capture path to CPU RGB frames (the EGL→CUDA import only NVENC consumes; the wavelet backend ingests raw dmabufs or CPU RGB). AMD/Intel keep their raw-dmabuf zero-copy unchanged; per-session raw-dmabuf passthrough on NVIDIA (true zero-copy without the env's global capture policy) stays a follow-up. On-glass on .21 (RTX 5070 Ti, default-features binaries, NO env overrides): host advertises + negotiates PyroWave, the CPU-capture fallback engages, 60 fps at e2e 3.2-5.7 ms p50, and a mid-stream 1080p→720p resize rides on top cleanly. Workspace clippy --locked clean; 33 client + 314 host tests. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
73 lines
3.8 KiB
Markdown
73 lines
3.8 KiB
Markdown
---
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title: PyroWave (wired-LAN codec)
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description: The opt-in ultra-low-latency wavelet codec for wired links — what it is, the bandwidth it needs, and how to turn it on.
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---
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PyroWave is an **opt-in** video codec mode for links that can afford real bandwidth: wired
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Ethernet, a docked Steam Deck, a 2.5GbE LAN. It trades bitrate for latency — instead of
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H.264/HEVC/AV1 on the GPU's video engine, frames are compressed with
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[PyroWave](https://github.com/Themaister/pyrowave), an intra-only wavelet codec running as plain
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Vulkan compute. Punktfunk vendors a pinned copy and runs it on both ends.
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**It is never selected automatically.** HEVC/AV1 remain the codecs for Wi-Fi and everything
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else; PyroWave engages only when *you* pick it on the client **and** the host supports it. If
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either side can't, the session silently falls back to the normal codec ladder.
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## Why you'd want it
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- **Codec latency drops by an order of magnitude.** Encode and decode each take a fraction of a
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millisecond of GPU compute (measured ~0.15 ms encode / ~0.07 ms decode at 1080p on an
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RTX 5070 Ti), versus one-to-several milliseconds per side for the hardware H.26x pipelines.
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- **Every frame is a keyframe.** There is no GOP, no reference chain, no keyframe round-trip
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after packet loss — a lost frame costs exactly that frame, and the next one is already a
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complete picture. The whole IDR/recovery apparatus that produces loss-time stutter simply
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doesn't exist in this mode.
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- **Uniform frame sizes.** The rate control hits its per-frame byte budget exactly, so the
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pacer sees a flat load instead of 20–40× keyframe spikes.
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## What it costs
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Bandwidth. At the codec's ~1.6 bits-per-pixel operating point (4:2:0, 60 fps):
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| Mode | Bitrate |
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|---|---|
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| 1280×800 @ 60 (Deck) | ≈ 100 Mbps |
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| 1920×1080 @ 60 | ≈ 200 Mbps |
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| 2560×1440 @ 60 | ≈ 355 Mbps |
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| 3840×2160 @ 60 | ≈ 800 Mbps |
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120 Hz doubles these. Gigabit Ethernet tops out around 940 Mbps of payload, so 4K60 wants
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2.5GbE (or a lower rate). **Do not run this over Wi-Fi** — that's what HEVC/AV1 are for.
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Also: PyroWave is **8-bit SDR only**. An HDR session stays on HEVC/AV1 regardless of this
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setting.
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## Turning it on
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1. **Host** (Linux): nothing to do — default builds ship the codec and every Linux GPU host
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advertises it. AMD/Intel hosts encode from the capture dmabuf zero-copy; on an NVIDIA host
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a PyroWave session currently captures via CPU RGB (a modest host-side cost that only
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affects sessions that picked this codec — everything else keeps its zero-copy path).
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2. **Client**:
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- Linux session client: set **Settings → Video codec → PyroWave (wired LAN)** in the
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gamepad console, or launch with `PUNKTFUNK_PREFER_PYROWAVE=1`.
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- Apple (Mac, Apple TV 4K, iPad — wired networking strongly recommended): set
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**Settings → Codec → PyroWave (wired LAN)**. The option appears only on devices whose
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GPU passes the decode probe (Apple Silicon and A13-class or newer); picking it forces
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the session SDR.
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3. Leave the bitrate on Automatic: a PyroWave session pins itself to the ~1.6 bpp rate for
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your mode (≈200 Mbps at 1080p60). An explicit bitrate is honored if you set one, but the
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adaptive-bitrate controller stays off either way — this codec has no useful low-rate
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regime, so under sustained loss the right move is switching back to HEVC, not degrading.
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The pin follows the resolution: a mid-stream resize (e.g. Match window) re-pins the rate
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for the new mode, so resizing a window down also cuts the bandwidth.
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The stats overlay shows `pyrowave` as the decode path when the mode is active.
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## Current limits
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- Linux host + Linux client (including docked Deck) and Apple clients (native Metal decode
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on Mac / Apple TV 4K / iPad) today; the Windows host is tracked on the
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[roadmap](/docs/roadmap).
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- 8-bit SDR, 4:2:0 only.
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