--- title: "Roadmap" description: "What's shipped, what's in progress, and what's next for punktfunk." --- A quick map of where punktfunk is today and where it's heading. For the detailed, dated changelog, see [Status & Progress](/docs/status). **Legend:** โœ… shipped ยท ๐ŸŸก in progress ยท ๐Ÿ”ญ planned ยท โ›” blocked upstream ## At a glance | Area | | |---|---| | Protocol core โ€” FEC ยท crypto ยท C ABI | โœ… | | GameStream host (works with Moonlight) | โœ… | | Native `punktfunk/1` protocol | โœ… | | Linux host (KWin ยท GNOME ยท gamescope ยท Sway) | โœ… | | Windows host (NVIDIA) | โœ… beta | | Apple client (macOS ยท iOS ยท iPadOS ยท tvOS) | โœ… | | Linux client (GTK4) | โœ… | | Android client (phone ยท TV) | โœ… | | Windows client | ๐ŸŸก | | Web console + pairing | โœ… | | Concurrent sessions (shared desktop) | โœ… | | Network speed test + bitrate | โœ… | | HDR / 10-bit streaming | โœ… Windows host ยท โ›” Linux host | | Sub-frame pipelining (latency) | ๐Ÿ”ญ | ## โœ… Shipped - **The host, two ways.** The lower-latency native [`punktfunk/1`](/docs/how-it-works) protocol (QUIC control + UDP data with GF(2ยนโถ) Leopard FEC + AES-GCM) โ€” the secure default โ€” and, opt-in via `serve --gamestream`, a GameStream host any [Moonlight](/docs/moonlight) client can use. Both run from one process. - **Native-resolution virtual displays** on Linux across KWin, GNOME/Mutter, gamescope, and Sway/wlroots, with a fully zero-copy GPU path to NVENC (stable 240 fps at 5120ร—1440). - **A native Windows host** (x64; NVIDIA/AMD/Intel encode) โ€” a signed installer with secure-desktop capture and a bundled virtual-display driver, and the only host that can stream **HDR** (10-bit BT.2020 PQ, captured from an HDR Windows desktop and encoded as HEVC Main10). See [Windows Host](/docs/windows-host). *(Beta โ€” newer than the Linux host.)* - **Clients on every platform** โ€” native apps for **Apple** (macOS, iOS, iPadOS, tvOS), **Linux**, **Android** (phone + TV), and **Windows**, each with hardware decode, controllers including DualSense, audio + mic, and automatic host discovery. See [Clients](/docs/clients). - **Secure by default** โ€” SPAKE2 PIN pairing with pinned reconnects, one-click delegated approval from the web console, and mDNS LAN auto-discovery. - **Tuned for latency** โ€” 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. ## ๐ŸŸก In progress - **Windows client on-glass validation.** The hardware (D3D11VA) decode, HDR present, and GUI are built and ship as a signed MSIX โ€” they just need verification on real GPU hardware. - **Apple stage-2 presenter as the default.** The lower-latency `VTDecompressionSession` โ†’ `CAMetalLayer` path is live behind an opt-in flag and graduating to the default. - **Web console parity.** Surfacing the speed test and bitrate picker the apps already have. - **Windows host hardening.** Broader real-world testing โ€” especially on-glass validation of the AMD (AMF) and Intel (QSV) encode paths, which are CI-green but newer than NVENC. ## ๐Ÿ”ญ Planned - **Magic multi-user support.** Map a connecting client to a real user account on the host and log them in automatically. The client picks an identity โ€” e.g. an **Apple TV profile** โ€” which maps to an available host profile (likely behind a second per-user auth layer); on connect to an idle host, the user lands in *their own* desktop/session, signed in, without touching the host. Turns one box into a personal, profile-aware streaming target for a household. - **Surround & spatial audio.** Today every path is stereo end to end (the Linux host already encodes 5.1/7.1 via multistream Opus, but no client renders it yet). Near term: carry a **7.1 channel bed** โ€” multichannel capture, surround Opus on every host, and clients that render more than two channels (macOS can then spatialize the bed to head-tracked AirPods audio). The moonshot is **object-based spatial audio**: native-Windows Atmos/DTS:X object capture is blocked by a closed renderer API, but **Proton already routes game audio objects through Wine's `ISpatialAudioClient`** โ€” where it currently *discards* the dynamic/height objects and their 3D positions. Finishing that rendering would give every Proton gamer real spatial sound, and tunnelling the objects + positions to the client would let punktfunk spatialize them *on the client* โ€” head-tracked remote Atmos-style audio that no streaming stack does today. - **Sub-frame pipelining.** Overlap encode and transmit within a single frame (a direct NVENC slice path) โ€” the next big latency lever at high resolutions. - **True glass-to-glass latency** measured end to end (capture โ†’ on-screen present). - **gamescope multi-user isolation.** Per-session input and audio so concurrent clients are fully independent desktops (the shared-desktop case already works). - **Peer-approved pairing.** Approve a new device from an already-paired device's own app. - **WAN / anywhere access.** Reach a host beyond the LAN โ€” NAT traversal (ICE/STUN/TURN) plus a self-hostable relay for when no direct path can be punched, and **QUIC connection migration** so a client roams between networks (Wi-Fi โ†” cellular) without dropping the session. The control plane is already QUIC over UDP, so this is mostly signalling and relay rather than a protocol change. - **VRR / adaptive-sync passthrough.** Variable refresh end to end โ€” the host renders at a variable rate and the client presents with tearing-control/VRR instead of a fixed cadence, for tear- and judder-free gaming. Builds on the client's presentation-feedback path and the per-session virtual outputs. - **Desktop quality-of-life.** The essentials that make remote *work* pleasant, each a new side plane over the existing QUIC datagram channel: bidirectional rich **clipboard sync** (text and images), **multi-monitor streaming** (present the host's several outputs as separate client windows), and **virtual-webcam redirection** (the client's camera shows up as a webcam on the host, so video calls run on the remote machine). ## โ›” Parked / blocked - **HDR / 10-bit on the *Linux* host.** HDR streaming already works from a [Windows host](/docs/windows-host) to an HDR-capable client (Windows, Android). On Linux it's blocked upstream โ€” no shipping compositor emits a 10-bit/HDR capture stream yet โ€” and ready the moment one does. - **Advanced DualSense voice-coil haptics.** Scoped and shelved (it rides the controller's USB audio interface, with near-zero game support on Linux). Adaptive triggers, rumble, and the lightbar already ship.