feat(clients): unified stats vocabulary across every client + Moonlight comparison docs
One stat model everywhere (design/stats-unification.md): four measurement points (capture/received/decoded/displayed), three stages that tile the interval exactly, and a HUD that shows the addition explicitly — end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass = host+network 9.8 + decode 2.1 + display 2.3 replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's three arrow lines that looked sequential but weren't), mean-vs-median decode times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and three different names for the same capture→received measurement (probe's "reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat"). Per client: Apple threads receivedNs through the VT decode via the frame refcon bit pattern so the decode stage exists at all (stage-1 fallback honestly degrades to a capture→received headline); Windows carries FrameTimes through the existing frame channel to the render thread and adds e2e p50/p95 post-Present; Linux stamps received at AU pop and rides decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt stamps with MediaCodec output buffers via the codec's pts round-trip (JNI stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts received AUs; lost/(received+lost) per window, hidden at zero. docs-site gains "Understanding the Stats Overlay": what each line means, why the equation only approximately sums (percentiles), and a line-by-line Moonlight/Sunshine matrix — including that Moonlight has no end-to-end number and its "network latency" is an ENet control RTT, so punktfunk's headline must not be compared against any single Moonlight line. Verified here: linux client + probe + core check/clippy/fmt green, android native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift test on the mac, on-device Android. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -64,7 +64,7 @@ The **GameStream host works with a stock Moonlight client** — validated live o
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and **video at the client's exact resolution and refresh** via a per-session virtual output (KWin,
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gamescope, Mutter, and Sway/wlroots backends), encoded with GPU **zero-copy** (dmabuf → CUDA/Vulkan →
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NVENC) up to 5120×1440@240. The native **`punktfunk/1`** protocol adds a QUIC control plane and a
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GF(2¹⁶) Leopard-FEC + AES-GCM data plane (p50 ~0.8 ms capture→reassembled at 720p120), with
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GF(2¹⁶) Leopard-FEC + AES-GCM data plane (p50 ~0.8 ms capture→received at 720p120), with
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mid-stream mode renegotiation and a wall-clock skew handshake so latency stays valid across machines.
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Both run from **one process**: bare `punktfunk-host serve` is the **secure native-only default**
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(`punktfunk/1` + the management API/web console), and `serve --gamestream` additionally enables the
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