feat(host,probe): controlled loss injection for the native path + probe keyframe-on-drop
PUNKTFUNK_VIDEO_DROP now also covers the native data plane (N% of sealed wire packets discarded before send in paced_submit — the same FEC-test knob the GameStream path has; no netem/root needed), and the probe grows the real clients' recovery trigger: the data loop publishes the session's unrecoverable-frame count and the control task sends RequestKeyframe when it rises (100ms poll = natural coalescing). Together these make the IDR-vs-intra-refresh recovery A/B runnable against any host. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -479,7 +479,7 @@ fallback for modern Intel), `PUNKTFUNK_NV12=0` (opt OUT of the default GPU RGB
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NVIDIA tiled zero-copy path), `PUNKTFUNK_INTRA_REFRESH=1` (opt-in NVENC intra-refresh loss recovery),
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`PUNKTFUNK_PIN_CLOCKS=1` (opt-in NVML GPU clock floor, root-gated), `PUNKTFUNK_GAMESCOPE_APP=...`,
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`PUNKTFUNK_INPUT_BACKEND=...`, `PUNKTFUNK_PERF=1` (per-stage timing), `PUNKTFUNK_VIDEO_DROP=N` (FEC
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test), `PUNKTFUNK_FEC_PCT=N`, `PUNKTFUNK_DSCP=1` (opt-in DSCP/SO_PRIORITY media QoS on the data +
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test — injects N% wire-packet loss on BOTH the GameStream and native video paths, no netem needed), `PUNKTFUNK_FEC_PCT=N`, `PUNKTFUNK_DSCP=1` (opt-in DSCP/SO_PRIORITY media QoS on the data +
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GameStream video/audio sockets; no-op on the wire on Windows without a qWAVE policy),
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`PUNKTFUNK_444=1` (full-chroma HEVC 4:4:4, see below).
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