--- title: PyroWave (wired-LAN codec) 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. --- PyroWave is an **opt-in** video codec mode for links that can afford real bandwidth: wired Ethernet, a docked Steam Deck, a 2.5GbE LAN. It trades bitrate for latency — instead of H.264/HEVC/AV1 on the GPU's video engine, frames are compressed with [PyroWave](https://github.com/Themaister/pyrowave), an intra-only wavelet codec running as plain Vulkan compute. Punktfunk vendors a pinned copy and runs it on both ends. **It is never selected automatically.** HEVC/AV1 remain the codecs for Wi-Fi and everything else; PyroWave engages only when *you* pick it on the client **and** the host supports it. If either side can't, the session silently falls back to the normal codec ladder. ## Why you'd want it - **Codec latency drops by an order of magnitude.** Encode and decode each take a fraction of a millisecond of GPU compute (measured ~0.15 ms encode / ~0.07 ms decode at 1080p on an RTX 5070 Ti), versus one-to-several milliseconds per side for the hardware H.26x pipelines. - **Every frame is a keyframe.** There is no GOP, no reference chain, no keyframe round-trip after packet loss — a lost frame costs exactly that frame, and the next one is already a complete picture. The whole IDR/recovery apparatus that produces loss-time stutter simply doesn't exist in this mode. - **Uniform frame sizes.** The rate control hits its per-frame byte budget exactly, so the pacer sees a flat load instead of 20–40× keyframe spikes. ## What it costs Bandwidth. At the codec's ~1.6 bits-per-pixel operating point (4:2:0, SDR): | Mode | Bitrate | |---|---| | 1280×800 @ 60 (Deck) | ≈ 100 Mbps | | 1920×1080 @ 60 | ≈ 200 Mbps | | 1920×1080 @ 120 | ≈ 400 Mbps | | 2560×1440 @ 60 | ≈ 355 Mbps | | 2560×1440 @ 120 | ≈ 710 Mbps | | 3840×2160 @ 60 | ≈ 800 Mbps | | 3840×2160 @ 120 | ≈ 1.6 Gbps | Frame rate scales the rate linearly, [4:4:4](#444-and-hdr) multiplies it by ~1.6, and an [HDR](#444-and-hdr) (10-bit) session adds ~15 %. Estimate any combination: Gigabit Ethernet tops out around 940 Mbps of payload, so 4K60 wants 2.5GbE and the big 4:4:4 / HDR / high-refresh modes want 5GbE or 10GbE. **Do not run this over Wi-Fi** — that's what HEVC/AV1 are for. ## 4:4:4 and HDR PyroWave carries **full-chroma 4:4:4** and **HDR** the same way it carries everything else — intra-only, every frame a keyframe — so the low-latency and clean-loss properties above hold in these modes too. Both are negotiated per session from your client's settings, exactly like HEVC/AV1; nothing PyroWave-specific to turn on beyond picking the codec. - **4:4:4 (full chroma).** With your client's **4:4:4** setting on, the session encodes chroma at full resolution instead of subsampled 4:2:0 — sharp coloured text, thin UI lines, and red/blue edges that 4:2:0 softens. It costs ~1.6× the bitrate (chroma compresses better than luma, so it is less than the 2× the extra samples imply). Available on Linux and Windows hosts. - **HDR (10-bit, BT.2020 PQ).** With HDR on and an HDR host display pipeline, the session carries a 10-bit BT.2020 PQ signal in 16-bit planes and adds ~15 % to the bitrate. **HDR needs a Windows host today** — the Linux host's capture path has no HDR source yet, so Linux-hosted sessions are SDR (4:4:4 still works). - The two combine: a 4:4:4 **and** HDR session applies both factors (~1.6 × 1.15 ≈ 1.9× the 4:2:0 SDR rate). The Apple and Rust clients decode whatever the session negotiated — 4:2:0 or 4:4:4, SDR or HDR — with no extra setup. At the top end this gets demanding: 4:4:4 + HDR at a super-ultrawide 5120×1440@240 pins around 5.3 Gbps, which is more than a 5GbE link carries. On a link that can't keep up, either set an explicit lower bitrate on the client or cap the host's Automatic pin with [`PUNKTFUNK_PYROWAVE_MAX_MBPS`](/docs/configuration) — otherwise the overshoot just becomes dropped packets. ## Turning it on 1. **Host** (Linux): nothing to do — default builds ship the codec and every Linux GPU host advertises it. AMD/Intel hosts encode from the capture dmabuf zero-copy; on an NVIDIA host a PyroWave session currently captures via CPU RGB (a modest host-side cost that only affects sessions that picked this codec — everything else keeps its zero-copy path). 2. **Client**: - Linux session client: set **Settings → Video codec → PyroWave (wired LAN)** in the gamepad console, or launch with `PUNKTFUNK_PREFER_PYROWAVE=1`. - Apple (Mac, Apple TV 4K, iPad — wired networking strongly recommended): set **Settings → Codec → PyroWave (wired LAN)**. The option appears only on devices whose GPU passes the decode probe (Apple Silicon and A13-class or newer). The decoder follows the stream: 4:2:0 or 4:4:4, SDR or HDR, per what the session negotiated. 3. Leave the bitrate on Automatic: a PyroWave session pins itself to the ~1.6 bpp rate for your mode (≈200 Mbps at 1080p60; ~2.6 bpp for 4:4:4, +15 % for HDR). An explicit bitrate is honored if you set one, but the adaptive-bitrate controller stays off either way — this codec has no useful low-rate regime, so under sustained loss the right move is switching back to HEVC, not degrading. The pin follows the resolution: a mid-stream resize (e.g. Match window) re-pins the rate for the new mode, so resizing a window down also cuts the bandwidth. The stats overlay shows `pyrowave` as the decode path when the mode is active. ## Current limits - Linux and Windows hosts; Linux clients (including docked Deck) and Apple clients (native Metal decode on Mac / Apple TV 4K / iPad) today. - HDR needs a Windows host (the Linux host's capture path has no HDR source yet).