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Six parallel audits swept the root docs, docs-site, every per-directory
README, and the packaging docs; every claim below was verified against
the source before editing.

- README: Layout gains the six missing crates (pf-client-core,
  pf-presenter, pf-console-ui, pf-ffvk, pf-driver-proto, punktfunk-tray),
  clients/session, api/ and ci/; Linux/Windows client rows reflect the
  shell + Vulkan-session split and the Vulkan Video -> VAAPI/D3D11VA ->
  software decode chains; the "every client over a C ABI" claim is
  corrected (Rust clients link the core directly); tiered stats overlay
  + console shell noted; Apple row mentions AV1.
- CONTRIBUTING: drop the dead CLAUDE.md link (deliberately untracked);
  point at the README's build/invariants sections. SECURITY: 0.9.0.
- host-cli/pairing: --allow-pairing/--require-pairing are no-op legacy
  names — pairing is required by default, --allow-tofu is the real flag;
  document --data-port and --idle-timeout-ms.
- configuration: document PUNKTFUNK_RECOVER_SESSION_CMD (session-crash
  recovery hook), PUNKTFUNK_MDNS, PUNKTFUNK_DATA_PORT.
- virtual-displays/gnome: GNOME per-client scaling shipped (host-
  persisted) — flip the  to  and describe how it works.
- stats: new "Detail levels" section (Off/Compact/Normal/Detailed +
  per-platform cycle gestures); retire the GTK hand-off note.
- clients/install-client/status/roadmap: decode chains, Windows client
  validation narrowed to HDR-only pending, adaptive bitrate, console
  shell, Apple AV1, Windows host vendor list.
- Sub-READMEs: clients/linux rewritten for the re-architecture; session
  Windows decode rung + d3d11va knob; Windows tiered overlay; Android
  minSdk 28; decky file table; host zerocopy/ path; scripts port
  47992 and steamos-host.md; pf-dualsense source path.
- packaging: canary version bases are tag-derived (<next-minor> via
  pf-version.sh/.ps1), codecs-extra not ffmpeg-full, document the
  pinned offline-Skia tarball + SKIA_BINARIES_URL and vulkan-headers.
- Convert 15 dangling design/*.md links to the punktfunk-planning
  prose convention (those docs live in the private planning repo).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 09:13:42 +02:00
parent b7cb75a48a
commit ef39050dbc
37 changed files with 182 additions and 96 deletions
+1 -2
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@@ -4,8 +4,7 @@ The punktfunk documentation site: [Fumadocs](https://fumadocs.dev) on
[TanStack Start](https://tanstack.com/start) (Vite + Nitro/bun preset).
Content lives in [`content/docs/`](content/docs) as `.md`/`.mdx`. This site is the source of truth
for the **user-facing** guides; repo-internal design rationale lives in
[`../design/`](../design/README.md).
for the **user-facing** guides; design rationale lives in the internal punktfunk-planning repo.
## API reference
+12 -10
View File
@@ -35,9 +35,10 @@ protocol's FEC/encryption extensions, but for a healthy LAN that rarely matters.
## Linux desktop client (GTK4)
`punktfunk-client` is the native graphical Linux client — a GTK4 / libadwaita app that speaks
`punktfunk/1` directly, with hardware decode (VAAPI → dmabuf on Intel/AMD, software fallback),
PipeWire audio, and SDL3 controllers (rumble, lightbar, DualSense touchpad/motion). Like the Apple
app it discovers hosts on your network automatically, does PIN pairing, and pins reconnects.
`punktfunk/1` directly, with hardware decode via Vulkan Video on every GPU vendor (including
NVIDIA), falling back to VAAPI dmabuf and then software, PipeWire audio, and SDL3 controllers
(rumble, lightbar, DualSense touchpad/motion). Like the Apple app it discovers hosts on your network
automatically, does PIN pairing, and pins reconnects.
It ships as a real package, not just a source build — full steps in
[Install a Client](/docs/install-client#linux-desktop-flatpak):
@@ -73,14 +74,15 @@ The app is in **Google Play Internal Testing** — request a tester invite on ou
`punktfunk-client` for Windows (`clients/windows`) is the native graphical client for Windows — pure
Rust, the same `punktfunk/1` core as the Apple, Linux, and Android apps, with a **WinUI 3** UI (host
list, settings, PIN pairing) and the video on a `SwapChainPanel`. It does D3D11VA hardware decode
(software fallback), 10-bit/HDR present, WASAPI audio + mic, SDL3 controllers (rumble, lightbar,
DualSense), network discovery, and the full PIN-pairing trust surface. It builds for both `x86_64`
and `aarch64` and ships as a **signed MSIX**. Launch it and pick a host from the list, just like the
other native apps.
list, settings, PIN pairing); the stream itself runs in punktfunk's Vulkan presenter. Its decoder
tries **Vulkan Video, then D3D11VA, then software**, with 10-bit/HDR present, WASAPI audio + mic,
SDL3 controllers (rumble, lightbar, DualSense), network discovery, and the full PIN-pairing trust
surface. It builds for both `x86_64` and `aarch64` and ships as a **signed MSIX**. Launch it and
pick a host from the list, just like the other native apps.
> The hardware-decode and HDR paths are complete but still pending validation on real GPU hardware.
> If anything misbehaves, **[Moonlight](/docs/moonlight)** is a proven alternative for Windows.
> Hardware decode is validated on NVIDIA and Intel GPUs; HDR10 is implemented with on-glass
> validation still pending. If anything misbehaves, **[Moonlight](/docs/moonlight)** is a proven
> alternative for Windows.
A headless CLI path exists for scripting/measurement:
+13
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@@ -75,6 +75,12 @@ See your desktop page ([KDE](/docs/kde), [GNOME](/docs/gnome)) for when to set t
| `PUNKTFUNK_KWIN_VIRTUAL_PRIMARY` | `1` | Make the streamed per-session output the sole desktop so plasmashell + windows render on it (not on the headless bootstrap output). Set by the KDE appliance `host.env`. Superseded by the console's **Topology** setting. |
| `PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY` | `1` | GNOME/Mutter equivalent of the above. |
## Session recovery (Linux)
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_RECOVER_SESSION_CMD` | command | Operator hook fired (debounced) when a client connects while **no graphical session is live** for the host's user — the state a compositor crash leaves behind (gnome-shell SIGSEGV → GDM greeter, whose auto-login is once-per-boot). Typically `sudo -n systemctl restart gdm` with a matching NOPASSWD sudoers rule, or `systemctl restart display-manager` under a polkit rule; with auto-login enabled the restart brings the desktop back and the client's automatic retry lands in it. Unset/empty = disabled (the default). |
## Video quality
| Setting | Values | Meaning |
@@ -110,6 +116,13 @@ See your desktop page ([KDE](/docs/kde), [GNOME](/docs/gnome)) for when to set t
| `PUNKTFUNK_RENDER_ADAPTER` | description substring | Multi-GPU boxes only: force the NVENC/capture GPU by adapter Description substring (e.g. `4090`). Leave unset on single-GPU machines. |
| `PUNKTFUNK_HOST_CMD` | e.g. `serve --gamestream` | The host subcommand the service launches. Default `serve --gamestream`; use `serve` for a secure native-only host. |
## Network & discovery
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_MDNS` | `1` · `0` *(default on)* | mDNS adverts (native + GameStream). `0` skips them (same as `--no-mdns`) — for networks/containers where multicast doesn't work; add the host by address in the client instead. |
| `PUNKTFUNK_DATA_PORT` | port | Pin the per-session video data plane to a fixed UDP port and stream direct (no hole-punch) — open exactly that port in the host firewall. Same as `serve --data-port`; see [Troubleshooting](/docs/troubleshooting). Default: random port + hole-punch. |
## Auth, API & paths
| Setting | Values | Meaning |
+4
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@@ -66,6 +66,10 @@ journalctl --user -u punktfunk-host -f # watch it come up and print its identi
Then bring up [The Web Console](/docs/web-console) to arm pairing and connect a
[client](/docs/clients). For an always-on box, see the [headless session](#headless-session) below.
Display scaling you set while streaming **sticks per client**: the host remembers each device's
scale and reapplies it on reconnect — see
[Persistent scaling](/docs/virtual-displays#persistent-scaling).
## Headless session
To run with no monitor and no login, keep a GNOME Wayland session up at all times and start the host
+10 -6
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@@ -35,6 +35,7 @@ punktfunk-host serve --gamestream
| `--mgmt-bind <IP:PORT>` | Management API address (default `0.0.0.0:47990` — all interfaces, so paired clients can browse the game library over mTLS; pass `127.0.0.1:47990` to keep it loopback-only). |
| `--mgmt-token <TOKEN>` | Override the bearer token for the management API. |
| `--no-mdns` | Skip the mDNS adverts (native + GameStream) — for networks/containers where multicast doesn't work. Clients connect via a manually added host instead. Same as `PUNKTFUNK_MDNS=0`. |
| `--data-port <PORT>` | Pin the per-session video data plane to this fixed UDP port and stream direct (no hole-punch) — open exactly that port in the host firewall. Same as `PUNKTFUNK_DATA_PORT`; default is a random port + hole-punch. |
These are the only flags `serve` accepts.
@@ -50,7 +51,8 @@ Every endpoint is documented in the interactive [**API Reference**](/api).
By default the host **requires pairing** — see [Pairing & Trust](/docs/pairing). On `serve` you
**arm pairing from the web console** (or mgmt API); the host then displays a 4-digit PIN. Pass `--open` to
turn off the mandatory-pairing default and serve any device on the network (trusted single-user setups
only). The pairing flags below are `punktfunk1-host`-only and do **not** apply to `serve`.
only). `punktfunk1-host` (below) requires pairing by default too; its `--allow-tofu` flag is the
test-host equivalent of `--open`.
## `punktfunk1-host`
@@ -68,14 +70,16 @@ punktfunk-host punktfunk1-host --source virtual
| `--seconds <N>` / `--frames <N>` | Bound each session by wall-clock seconds or frame count. |
| `--max-concurrent <N>` | Stream at most N sessions at once (default 4); overflow waits in the queue. |
| `--max-sessions <N>` | Exit after N sessions (0 = serve forever). |
| `--allow-pairing` | Accept PIN pairing; the host prints a PIN when a client pairs. |
| `--require-pairing` | Only serve paired devices (implies `--allow-pairing`). |
| `--allow-tofu` | Also accept **unpaired** clients (trust-on-first-use) and advertise pairing as optional. Pairing is required by default; trusted LANs only. (`--allow-pairing`/`--require-pairing` are the old names for the default behaviour and are accepted as no-ops.) |
| `--pairing-pin <PIN>` | Use a fixed pairing PIN instead of a fresh random one per ceremony. For test harnesses/CI only — a guessable PIN defeats the ceremony's rate limit. |
| `--data-port <PORT>` | Pin the video data plane to this fixed UDP port and stream direct (no hole-punch). Same as `PUNKTFUNK_DATA_PORT`. |
| `--idle-timeout-ms <MS>` | Disconnect-detection latency — the QUIC control-connection idle timeout (default 8000). |
| `--no-mdns` | Skip the `_punktfunk._udp` advert; clients use `--connect HOST:PORT`. Same as `PUNKTFUNK_MDNS=0`. |
`--max-concurrent`, `--allow-pairing`, and `--require-pairing` are **`punktfunk1-host`-only** — `serve` does not
accept them. On `serve` you arm pairing from the web console instead, and concurrency is fixed at
the built-in default (4 sessions) rather than settable from the command line.
`--max-concurrent` and `--allow-tofu` are **`punktfunk1-host`-only** — `serve` does not accept them.
On `serve` you arm pairing from the web console instead (`--open` is its serve-any-device switch),
and concurrency is fixed at the built-in default (4 sessions) rather than settable from the command
line.
Both `serve` and `punktfunk1-host` advertise the host on the network so clients can discover it. List
hosts from another machine with `punktfunk-probe --discover`. Where multicast doesn't work (some
+3 -3
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@@ -99,9 +99,9 @@ certificate, so you import that certificate once before Windows will install the
3. Launch **Punktfunk** from the Start menu and pick your host.
> The Windows client's hardware-decode (D3D11VA) and HDR paths are complete but still pending
> validation on real GPU hardware. If anything misbehaves, **[Moonlight](/docs/moonlight)** is a
> solid alternative for Windows.
> The Windows client's hardware decode is validated on NVIDIA and Intel GPUs; its HDR path is
> complete but still pending on-glass validation. If anything misbehaves,
> **[Moonlight](/docs/moonlight)** is a solid alternative for Windows.
## macOS
+3 -2
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@@ -45,8 +45,9 @@ host's management console, click to arm pairing, and the host displays a 4-digit
list of paired devices. This works on a headless host over the network — there is no command-line flag
to arm pairing on `serve`.
(The standalone headless test host, `punktfunk1-host`, takes `--allow-pairing`/`--require-pairing` on its
command line instead; the production `serve` host arms pairing from the console.)
(The standalone headless test host, `punktfunk1-host`, requires pairing by default too and takes
`--allow-tofu` on its command line to accept unpaired clients; the production `serve` host arms
pairing from the console.)
Then, on the client:
+7 -6
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@@ -16,9 +16,9 @@ see [Status & Progress](/docs/status).
| GameStream host (works with Moonlight) | ✅ |
| Native `punktfunk/1` protocol | ✅ |
| Linux host (KWin · GNOME · gamescope · Sway) | ✅ |
| Windows host (NVIDIA) | ✅ beta |
| Windows host (NVIDIA · AMD · Intel) | ✅ beta |
| Apple client (macOS · iOS · iPadOS · tvOS) | ✅ |
| Linux client (GTK4) | ✅ |
| Linux client (GTK4 shell + Vulkan session) | ✅ |
| Android client (phone · TV) | ✅ |
| Windows client | 🟡 |
| Web console + pairing | ✅ |
@@ -45,13 +45,14 @@ see [Status & Progress](/docs/status).
- **Secure by default** — SPAKE2 PIN pairing with pinned reconnects, one-click delegated approval from
the web console, and mDNS LAN auto-discovery.
- **Tuned for latency** — concurrent sessions (stream one desktop to several devices at once),
mid-stream resolution renegotiation, a cross-machine clock-skew handshake, a 1 Gbps+ data plane, and
an in-app network speed test that informs the bitrate picker.
mid-stream resolution renegotiation, a cross-machine clock-skew handshake, a 1 Gbps+ data plane,
an in-app network speed test that informs the bitrate picker, and **automatic adaptive bitrate**
(the encoder re-targets mid-stream when bitrate is set to Automatic).
## 🟡 In progress
- **Windows client on-glass validation.** The hardware (D3D11VA) decode, HDR present, and GUI are
built and ship as a signed MSIX — they just need verification on real GPU hardware.
- **Windows client on-glass validation.** Hardware decode and the GUI are validated on NVIDIA and
Intel; the HDR present path still needs verification on real HDR hardware.
- **Apple presenter polish.** The lower-latency `VTDecompressionSession``CAMetalLayer` stage-2
path is now the default; HDR brightness and 4:4:4 still need on-glass validation.
- **Web console parity.** Surfacing the speed test and bitrate picker the apps already have.
+17 -1
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@@ -20,6 +20,22 @@ life:
4. **displayed** — the picture is handed to the screen (as close to "photons" as the
platform lets us measure).
## Detail levels
The overlay has four levels — **Off → Compact → Normal → Detailed** — that you cycle live
in-stream:
| Platform | Cycle with |
|---|---|
| Linux · Windows · Steam Deck | **Ctrl+Alt+Shift+S** |
| macOS / iPad (pointer or trackpad) | **⌃⌥⇧S** or a **three-finger tap** |
| Android · iPhone | a **three-finger tap** |
**Compact** is a one-line pill (fps · end-to-end ms · Mb/s, plus a loss flag when frames are being
lost). **Normal** adds the stream line and the p50/p95 headline. **Detailed** adds the decoder path,
HDR tag, and the per-stage breakdown. You can also set the level a stream starts at in each client's
Settings. The example below is the **Detailed** view.
## Reading the overlay
```
@@ -73,7 +89,7 @@ always spelled out rather than pretending:
| client | headline | why |
|---|---|---|
| Windows, macOS/iOS (Metal presenter), Linux | `capture→on-glass` / `capture→displayed` | present instant available (GTK measures at hand-off to the compositor, which adds about one compositor cycle after it) |
| Windows, macOS/iOS (Metal presenter), Linux | `capture→on-glass` / `capture→displayed` | present instant available (on Linux/Windows, measured right after the Vulkan swapchain present) |
| Android | `capture→displayed` | MediaCodec's per-frame render callback reports SurfaceFlinger's render timestamp; on the rare window where no callback is delivered (the platform may drop them under load) the HUD falls back to `capture→decoded` |
| macOS/iOS fallback presenter | `capture→received` | the system video layer hides decode and present timing entirely |
+21 -11
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@@ -15,8 +15,8 @@ A high-level view of where punktfunk stands. The ordered plan of work is on the
| **Native protocol**`punktfunk/1` (QUIC control + UDP data, GF(2¹⁶) Leopard FEC + AES-GCM) | ✅ full session planes, validated live |
| **Windows host** (x64) | 🟡 implemented & shipping as a signed installer; NVIDIA/AMD/Intel encode, newer than the Linux host |
| **macOS / iOS / iPadOS / tvOS client** | ✅ full client; on-glass-validated stage-2 presenter is the default |
| **Linux client** (`punktfunk-client`, GTK4/libadwaita) | ✅ full client; VAAPI zero-copy decode + software fallback |
| **Windows client** (`punktfunk-client`, WinUI 3) | ✅ stage 1 complete; ships as signed MSIX; on-glass hardware validation pending |
| **Linux client** (`punktfunk-client`, relm4/GTK4 shell + Vulkan session) | ✅ full client; Vulkan Video → VAAPI → software decode |
| **Windows client** (`punktfunk-client`, WinUI 3) | ✅ ships as signed MSIX; hardware decode validated on NVIDIA + Intel; HDR on-glass validation pending |
| **Android client** (phone + Android TV) | ✅ full client; hardware HEVC decode + HDR10 |
| **Web console** (over the management API) | ✅ status · devices · pairing |
@@ -54,10 +54,10 @@ host is newer than the Linux host.)
| Client | Highlights |
|---|---|
| **macOS / iOS / iPadOS / tvOS** | VideoToolbox HEVC decode, GameController capture, full DualSense feedback, mDNS discovery, PIN pairing + TOFU, network speed test, latency HUD. Stage-2 presenter (`VTDecompressionSession``CAMetalLayer`, ~11 ms p50 capture→present) is validated on glass and is the default (stage 1 remains the fallback when Metal is unavailable). Ships as one universal TestFlight build / App Store listing. |
| **Linux** (`punktfunk-client`) | GTK4/libadwaita. FFmpeg decode with VAAPI → DRM-PRIME dmabuf zero-copy (Intel/AMD; software fallback on NVIDIA), PipeWire audio + mic, SDL3 gamepads incl. DualSense, mDNS discovery, PIN pairing + TOFU, speed test. Ships as Flatpak, apt, rpm, and Arch packages. |
| **Windows** (`punktfunk-client`) | WinUI 3. D3D11VA zero-copy decode, HDR10, WASAPI audio + mic, SDL3 gamepads incl. DualSense, mDNS discovery, and the full PIN/TOFU trust surface are all implemented. Ships as a signed MSIX (x86_64 + ARM64). **Stage 1 complete; D3D11VA decode, HDR present, and the GUI are pending on-glass validation on real GPU hardware.** |
| **Android** (phone + Android TV) | Kotlin app with a Rust core over JNI. NDK `AMediaCodec` hardware HEVC decode + HDR10 (Main10/BT.2020 PQ), Opus/Oboe audio + mic, gamepad input with rumble/HID feedback, mDNS discovery, PIN pairing + TOFU (Keystore identity), live stats HUD, and D-pad/controller focus navigation for TV. Ships to the Google Play Internal Testing track. |
| **macOS / iOS / iPadOS / tvOS** | VideoToolbox HEVC + AV1 decode (AV1 on hardware that decodes it — M3-class Macs, A17 Pro-class iPhones), GameController capture, full DualSense feedback, mDNS discovery, PIN pairing + TOFU, network speed test, latency HUD. Stage-2 presenter (`VTDecompressionSession``CAMetalLayer`, ~11 ms p50 capture→present) is validated on glass and is the default (stage 1 remains the fallback when Metal is unavailable). Ships as one universal TestFlight build / App Store listing. |
| **Linux** (`punktfunk-client`) | relm4/GTK4 shell; streams run in the spawned Vulkan session presenter. Hardware decode via Vulkan Video (all vendors, incl. NVIDIA) with VAAPI dmabuf and software fallbacks, PipeWire audio + mic, SDL3 gamepads incl. DualSense, mDNS discovery, PIN pairing + TOFU, speed test, Skia console UI + tiered stats overlay. Ships as Flatpak, apt, rpm, and Arch packages. |
| **Windows** (`punktfunk-client`) | WinUI 3 shell; streams run in the Vulkan session presenter with a Vulkan Video → D3D11VA → software decode chain, HDR10, WASAPI audio + mic, SDL3 gamepads incl. DualSense, mDNS discovery, and the full PIN/TOFU trust surface. Ships as a signed MSIX (x86_64 + ARM64). **Hardware decode validated on NVIDIA and Intel; HDR present pending on-glass validation.** |
| **Android** (phone + Android TV) | Kotlin app with a Rust core over JNI. NDK `AMediaCodec` hardware HEVC decode + HDR10 (Main10/BT.2020 PQ), Opus/Oboe audio + mic, gamepad input with rumble/HID feedback, mDNS discovery, PIN pairing + TOFU (Keystore identity), tiered stats overlay (three-finger tap), custom resolutions, and D-pad/controller focus navigation for TV. Ships to the Google Play Internal Testing track. |
`punktfunk-probe` is a headless reference and measurement client (for testing and
benchmarking, not everyday use).
@@ -68,7 +68,7 @@ The stack has been validated live on a range of hosts and clients:
- **Hosts:** Ubuntu (GNOME / KDE), Fedora KDE, and Bazzite (gamescope) on machines with
RTX-class NVIDIA GPUs, across the KWin, gamescope, Mutter, and Sway/wlroots backends.
- **Clients:** native macOS, Linux, and Android clients against live hosts, plus stock
- **Clients:** native macOS, Linux, Windows, and Android clients against live hosts, plus stock
Moonlight clients over the GameStream path.
- **Cross-machine latency** is measured and skew-corrected (a wall-clock handshake removes
the inter-machine clock offset), so capture-to-present numbers are valid across the LAN.
@@ -77,11 +77,21 @@ The stack has been validated live on a range of hosts and clients:
Notable capabilities that have landed, newest first:
- **Tiered stats overlay everywhere.** One shared stats vocabulary with **Compact / Normal /
Detailed** levels on every client, cycled live in-stream — see
[Understanding the Stats Overlay](/docs/stats).
- **Per-client display scaling on GNOME.** The host persists each client's scale itself and
reapplies it on reconnect (GNOME's virtual-monitor API exposes no stable identity to key it on).
- **Adaptive bitrate.** With bitrate set to **Automatic**, the host re-targets the encoder
mid-stream as the link's measured capacity changes.
- **Gamepad console shell.** The session client carries a full controller-driven shell — host
list, PIN pairing, settings, screen transitions, and an on-screen keyboard — usable with no
desktop at all (e.g. gamescope on a Steam Deck).
- **Native Linux client (stage 1).** GTK4/libadwaita app that links `punktfunk-core`
directly: mDNS host list, TOFU + SPAKE2 PIN pairing, FFmpeg HEVC decode, PipeWire audio
with mic uplink, SDL3 gamepad capture with rumble/lightbar feedback, layout-independent
keyboard, absolute mouse, fullscreen, and a stats overlay. VAAPI → `GdkDmabufTexture`
zero-copy decode on Intel/AMD with a proven software fallback.
keyboard, absolute mouse, fullscreen, and a stats overlay. (Since re-architected: streams
now run in a spawned Vulkan session presenter with Vulkan Video decode on all vendors.)
- **Delegated pairing approval.** An unpaired device that knocks on a pairing-required host
appears as a pending request in the web console's Pairing page; one click approves and
pins its certificate — no PIN fetched out of band.
@@ -112,7 +122,7 @@ See the [Roadmap](/docs/roadmap) for the ordered list. Near-term:
- **True glass-to-glass latency** — combine the client present-stamp (decode → present)
with the host render → capture term for a complete end-to-end number.
- **On-glass validation of the Windows client** (D3D11VA decode, HDR present, GUI) on real
GPU hardware.
- **On-glass validation of the Windows client's HDR present path** (hardware decode and the
GUI are already validated on NVIDIA and Intel).
- **gamescope multi-user isolation** — per-session input/audio so concurrent sessions can
be fully independent desktops (the shared-desktop multi-view case already works).
+4 -4
View File
@@ -19,9 +19,9 @@ opened on.
> you also use in person, or a multi-monitor workstation.
> **What's live today:** **keep-alive** (linger, or **forever**), **topology** (extend / primary /
> exclusive), **conflict handling**, **per-client identity + persistent scaling** (Windows *and*
> KDE/KWin), and **multi-monitor layout** (several clients as monitors of one desktop) are all
> enforced. A reconnect always resumes the kept display — even a fast one — instead of spawning a
> exclusive), **conflict handling**, **per-client identity + persistent scaling** (Windows, KDE/KWin
> *and* GNOME/Mutter), and **multi-monitor layout** (several clients as monitors of one desktop) are
> all enforced. A reconnect always resumes the kept display — even a fast one — instead of spawning a
> second. The remaining gaps are noted inline: the Linux `primary` physical-keep *effect*, Sway
> `exclusive`, and multi-display for a *single* client (that last is the next stage).
@@ -153,7 +153,7 @@ client a *stable display identity*, so your desktop environment keys its per-mon
|---|---|---|
| **Windows** | ✅ today | Connect, set scaling in Settings while streaming — Windows remembers it per client. |
| **KDE / KWin** | ✅ today | Set scaling in System Settings while streaming; KWin keys it to a stable per-client output name and reapplies it on reconnect. Validated live (150 %/125 % survive a full disconnect + reconnect). |
| **GNOME / Mutter** | | GNOME's virtual-monitor API exposes no stable identity to key config on. |
| **GNOME / Mutter** | ✅ today | GNOME's virtual-monitor API exposes no stable identity to key config on, so the **host persists the scale itself**: set scaling in Settings while streaming — the host captures the change, remembers it per client, and reapplies it on reconnect. |
| **Sway / wlroots** | ❌ | Headless outputs can't carry a stable identity; pin scale in your sway config instead. |
## Legacy environment knobs