# Host latency & the GPU-contention collapse — analysis + prioritized plan > **Status:** PARTLY SHIPPED. Tier 2A (Linux NV12 convert) = `1fc6f73`; Tier 2B (Linux > scheduling) + Tier 3A (Windows session tuning) = `112a054`. Tiers 1A, 1B, 3B, 3C, 3D, 4 are > still open. This doc is trimmed to design rationale + open items; the shipped code is the > source of truth for the landed tiers. > **⚠ Partially superseded (2026-06-25) by [`gpu-contention-investigation.md`](gpu-contention-investigation.md).** > That follow-up re-verified this plan against the current code and overturned several specifics: > the default Windows path (IDD-push) now feeds NVENC **RGB** (regressing the §0A "Windows does it > right" claim); `PUNKTFUNK_ENCODE_DEPTH` never existed (phantom knob); the "async NVENC stacks > latency" result was a *same-thread* implementation, not a disproof of a correct two-thread pipeline; > "capture sees half the frames" is DLSS-Frame-Gen-specific, not general; and NvFBC is dead on > Windows. **For current action prioritization see `gpu-contention-investigation.md`.** The > tiers/dropped-placebo analysis below remain a useful record. Scope: Windows + Linux GameStream/punktfunk1 hosts. Priority: **latency**, and specifically the "saturating game starves the stream" headache: > CS2 runs 400+ fps. Client requests 240. In an easy scene the client gets ~200; in a demanding > (GPU-100%) scene it collapses to 40-50. Capping the game is **not** an acceptable fix. This doc is the synthesis of a multi-agent investigation (deep read of our pipeline + the [Apollo comparison](apollo-comparison.md) + external NVIDIA/streaming research) followed by an **adversarial verification pass** — every candidate fix was attacked, against our actual code, to separate real levers from placebo. The "Dropped / why" section exists so we don't re-propose the placebos. --- ## Mental model (§0A–0C) — see the follow-up The original three-correction mental model (A: feeding NVENC RGB is backwards; B: GPU priority is maxed on Windows and hits a preemption-granularity ceiling; C: a chunk of the collapse is upstream of the encoder at the compositor compose-rate, with Independent/Direct Flip bypassing DWM) is **partly corrected by `gpu-contention-investigation.md` §1** — notably that the default Windows IDD-push path now feeds NVENC RGB (so §0A's "Windows already does the right thing" no longer holds), and "capture sees half the frames" is DLSS-Frame-Gen-specific rather than general. Read the follow-up doc for the corrected model. The durable takeaways still stand: **do less work on the contended graphics/3D engine**, **overlap the unavoidable per-frame scheduling wait across frames**, and **measure source-vs-pipeline before blaming encode**. --- ## Tier 0 — Diagnose first (cheap, decisive, do before writing code) Everything below is gated on knowing *which* bucket the collapse is in. We already have the tooling. 1. **Run the workload with `PUNKTFUNK_PERF=1` and read `uniq` vs `fps`.** The `uniq` counter (genuinely-new captured frames vs re-encoded holds) already exists (`gamestream/stream.rs:332-336,403`; `wgc_helper.rs:122-183`). Under CS2 at GPU-100%: - **`fps`≈240 but `uniq`→40-50** ⇒ the *source/compositor* only produced 40-50 unique frames. No encode/priority/cadence fix on our side exceeds that — it is the game's effective present-to-compose rate at 100% GPU. The lever there is **reducing our own per-frame GPU steal** (Tier 2) so the game keeps more headroom, plus the cadence work (Tier 1A). - **both `fps` and `uniq`→40-50** ⇒ our capture→convert→encode round-trip is being starved (the `lock_bitstream` scheduling stall). The Tier 1/2 contention levers apply directly. 2. **Confirm the game's flip mode on Windows.** If the game is on Independent/Direct Flip (MPO), capture is bypassing DWM and seeing half the frames. We already have `capture/composed_flip.rs` — verify ForceComposedFlip is actually engaged on the game path, and watch `cap_us`. 3. Capture `cap_us` / `enc_us` / `pace_us` p50/p99 alongside, to localise the stall. Run this on the real-GPU boxes (RTX 4090 Windows host; a Linux NVIDIA box with a real game). This headless dev VM cannot reproduce the contention. --- ## Tier 1 — The two under-weighted, cross-platform levers (OPEN — confirmed by research, not yet done) ### 1A. Capture-source / compose-rate cadence (where "200 not 240" actually lives) The capture ceiling is the compositor's compose rate, and under load the compositor gets starved. Levers, in order: - **Force Composed Flip on Windows** for the game path (defeat MPO/flip-metering frame loss). Machinery exists (`composed_flip.rs`); confirm it engages and measure the unique-frame delta. - **Opt-in "double-refresh" virtual output**: create the per-session virtual output at ~2× the client's rate to break the game-present-vs-compose beat (community-validated; cheap for us since we already mint arbitrary-mode virtual outputs). Gate **off** by default and **never** on the gamescope/SudoVDA game-attach path (no DWM beat there; it just adds compose work to the saturated engine). `PUNKTFUNK_OUTPUT_HZ_MULTIPLIER`. - **Reflex / render-queue=0 style headroom** (non-capping): documented as the substitute for an fps cap — removes render-queue backpressure so the compositor/capture get scheduled. Investigate what we can influence from the host side. Risk: the double-refresh trick can be a net regression under saturation (doubles compose + our capture work on the saturated engine) — measure (Tier 0) before shipping it on by default. ### 1B. Pin GPU power / clock state for the session (kills the per-frame downclock tax) NVIDIA's adaptive P-state downclocks between our small bursty frames and pays a ramp every frame — a hidden latency tax, *most visible in easy scenes* (the ~200-should-be-240 case). Sunshine ships this as `nvenc_latency_over_power` and calls it decisive. **Neither host does it.** - **Windows**: NvAPI **per-application DRS profile** `PREFERRED_PSTATE = PREFER_MAX` scoped to our exe (not a global override). Load `nvapi64.dll` dynamically; treat `NvAPI_Initialize` failure as "no NVIDIA, skip" (covers AMD/Intel + the WARP dev VM). **Crash-safe undo is mandatory**: write an undo record to `%ProgramData%\punktfunk\` *before* applying and revert a stale profile on next startup — a crash must not leave the user's control panel modified. - **Linux**: prefer the **root-free** path — disable the CUDA "Force P2 State" downclock that context creation triggers (env/per-context), and `nvidia-smi -pm 1` (persistence) where permitted. `nvmlDeviceSetGpuLockedClocks` needs root/CAP_SYS_ADMIN (our host runs as a normal user → silent no-op) and is brittle across SKUs; if used, query `nvmlDeviceGetMaxClockInfo`, lock to *that*, and restore on teardown **and** via a SIGTERM/panic handler. - Gate behind `PUNKTFUNK_PIN_CLOCKS`; **default OFF on battery / Steam Deck** (thermal/power caps make pinning actively harmful there). Impact: reliable, modest p99 / easy-scene win on both OSes. Does **not** fix the saturated-scene collapse (at 100% util the clock is already maxed). Low cost. --- ## Tier 2 — Linux work-deletion + scheduling hygiene ### 2A. Linux NV12 convert — **SHIPPED (`1fc6f73`)** GL de-tile blit emits NV12 (BT.709 limited) on the GPU and feeds NVENC native YUV, deleting NVENC's internal RGB→YUV CSC off the contended SM. Gated `PUNKTFUNK_NV12` (default OFF). Tiled EGL/GL path only; LINEAR/Vulkan-bridge (gamescope) stays RGB. Validated colour-correct on RTX 5070 Ti. Open follow-up: glass-to-glass latency + CS2 fps-under-saturation A/B before flipping the default, and the **P010** variant for the HDR/10-bit path. Code is the source of truth (`zerocopy/egl.rs`, `encode/linux.rs`). ### 2B. Linux scheduling hygiene — **SHIPPED (`112a054`)** `boost_thread_priority` nices capture/encode/send on Linux (best-effort `setpriority`); CUDA context uses `CU_CTX_SCHED_BLOCKING_SYNC`; copies run on a per-thread highest-priority CUDA stream (`cuStreamCreateWithPriority`, NULL-stream fallback). The stream-priority hint is **measure-then-keep** (NVIDIA Linux may ignore it). **Do not** default to SCHED_RR/FIFO (can starve the compositor + the game's render thread); opt-in only behind `PUNKTFUNK_SCHED_RR=1`. Code is the source of truth (`punktfunk1.rs`). > Explicitly **not** doing on Linux: Vulkan `VK_EXT_global_priority` as "the" lever (it only touches > the minority gamescope/LINEAR copy, not the convert; likely a silent no-op on consumer NVIDIA). > Replacing `cuCtxSynchronize` with a per-stream event chain for *contention* reasons (it's > per-context, never waited on the game's separate context — a non-fix; keep the full sync where it > guards dmabuf recycle, `egl.rs:491`). --- ## Tier 3 — Windows parity polish (Windows is already strong) ### 3A. Host-process session tuning — **SHIPPED (`112a054`)** `session_tuning.rs` (raw C-ABI FFI, no-op off Windows): each capture/encode/send thread applies process-wide tuning once (1 ms timer, `DwmEnableMMCSS`, `HIGH_PRIORITY_CLASS`) + per-thread MMCSS "Games" + keep-display-awake; reverts on stop. Wired into both native (`boost_thread_priority`) and GameStream (`stream.rs`) paths. FFI validated on the real MSVC toolchain. ### 3B. Auto-gated REALTIME D3DKMT class (OPEN) Instead of fixed HIGH (the realtime opt-in already exists at `dxgi.rs:199-207`): probe HAGS (`D3DKMTQueryAdapterInfo` `HwSchEnabled`) **and** VRAM headroom (`IDXGIAdapter3::QueryVideoMemoryInfo`, continuously), allow REALTIME(5) only when safe (HAGS off, or HAGS on + VRAM comfortably below budget), downgrade to HIGH the moment VRAM pressure rises — Sunshine's actual gate avoids the HAGS+near-full-VRAM NVENC freeze/crash. Marginal (one scheduling rung, same preemption ceiling), so rank it as cheap parity, not a fix. ### 3C. `VideoProcessorBlt` directly from the DDA surface (OPEN — cheap experiment) Skip the same-format `gpu_copy` at `dxgi.rs:2375`, then `ReleaseFrame`, *iff* it doesn't re-serialize `AcquireNextFrame` (the existing decouple-copy was measured 40-200 fps vs ~60 fps, but that note predates confirming the Blt is on the video engine). One-line source-texture change; benchmark only. Do **not** build a D3D11↔D3D12 copy-queue offload — the convert is already off-3D, the remaining copy is intra-VRAM (~5% 3D, no PCIe), not worth the interop rebuild. ### 3D. Async NVENC + off-thread retrieve (OPEN — measure-gated, uncertain) Today retrieve (`lock_bitstream`) runs **inline on the submit thread** (`nvenc.rs:524-558`), which is *why* `depth>1` was measured to regress (`wgc_helper.rs:111-114`). The NVENC guide mandates submit/retrieve on separate threads with completion events + a deep surface pool; doing that *could* let per-frame scheduling waits **overlap across frames** and recover *throughput* — at a per-frame *latency* cost (depth × frame time). This is the one place the research and our own prior measurement disagree, so it is **strictly measure-first**, and it forecloses slice output (`reportSliceOffsets` needs `enableEncodeAsync=0`). Treat as a structural experiment, not a committed win. (The follow-up doc notes the prior "async stacks latency" result was a *same-thread* implementation, not a disproof of a correct two-thread pipeline.) --- ## Tier 4 — Deferred 2nd-order latency (OPEN — not contention fixes; do after Tiers 0-2) - **GL2 — Intra-refresh for RFI/recovery** (`enableIntraRefresh` + recovery-point SEI) instead of a forced full-IDR: spreads a moving intra band across N frames, killing the 20-40× keyframe size spike and the VBV-overshoot drops it causes. Preconditions (infinite GOP, P-only) already met. Medium; needs all 4 clients to trust the recovery-point SEI and stop demanding IDRs. Real p99 win, orthogonal to the collapse. - **GL1 + GL6 — Sub-frame slice output + per-slice paced send** (the roadmap's "~2-4 ms lever"): `enableSubFrameWrite` + `sliceMode` + transmit each slice as it completes. **Big**: needs the direct NVENC SDK on Linux (libavcodec emits whole AUs) **and** a per-slice wire/FEC redesign in `punktfunk-core` (today `PacketHeader`/`Packetizer`/reassembler are whole-AU; per-slice FEC blocks wreck Leopard efficiency) **and** client slice-granular submit. Gate on `NV_ENC_CAPS_SUPPORT_SUBFRAME_READBACK` (often absent on consumer GeForce). The paced-send half is **already shipped** (`stream.rs spawn_sender`, `punktfunk1.rs paced_submit`) — don't re-implement. --- ## Dropped / why (so we don't re-propose placebo) | Candidate | Verdict | Why | |---|---|---| | Feed NVENC ARGB to "offload CSC to ASIC" | ✗ backwards | RGB input forces CSC onto the SM; YUV-native is correct (see §0A). | | Replace `cuCtxSynchronize` with per-stream event chain *for contention* | ✗ | `cuCtxSynchronize` is per-context, never waited on the game's separate process; single null stream = no overlap to win. Keep the full sync where it guards dmabuf recycle. | | Vulkan `VK_EXT_global_priority` as the Linux priority lever | ✗ | Touches only the minority gamescope/LINEAR `vkCmdCopyBuffer`, not the convert; consumer NVIDIA denies realtime / ignores it. Retarget to CUDA/EGL priority. | | Async NVENC as a *throughput/collapse* fix | ✗ (→ measure-gated 3D) | Async is CPU-thread-only (NVIDIA guide); Apollo's own PR #3629 measured no gain; our `depth>1` regressed; Linux-impossible. Kept only as the structural pipelining experiment (§3D). | | D3D12 copy-queue offload of the DDA copy | ✗ | Convert already off-3D; remaining copy is intra-VRAM ~5%, no PCIe — not worth a D3D11↔D3D12 interop rebuild. | | Empty-frame (`LastPresentTime==0`) skip | ✗ for this | Static desktop already coalesced via WAIT_TIMEOUT; under a 400 fps game there are no empty frames to skip. | | GL5 — set ULL RC knobs explicitly | ✗ (audit only) | ULL preset already sets `zeroReorderDelay=1`, lookahead/multipass/AQ off; ffmpeg defaults match + we set `bf=0`. Only `lowDelayKeyFrameScale=1` is non-redundant → fold into GL2 (Windows SDK path only). | | GL3 — true ref-frame invalidation | ✗ for this | No lost-range protocol signal (both control planes collapse to a bool/unit); libavcodec exposes no `nvEncInvalidateRefFrames`; deeper DPB adds per-frame cost. Revisit only as loss-recovery robustness. | | GL4 — move input injection off the ENet thread | ✗ for this | CPU-side, orthogonal to GPU contention; the blocking case is a once-per-UAC desktop switch. Demote to control-plane robustness. | | SCHED_RR/FIFO by default (Linux) | ✗ default | Can preempt the compositor + the game's render thread → adds game frame-time the user refuses. Opt-in only. | --- ## Open items / What's left For current action prioritization see [`gpu-contention-investigation.md`](gpu-contention-investigation.md). Still-open work tracked by this doc: - **Tier 0** — run the `PUNKTFUNK_PERF=1` uniq-vs-fps + flip-mode diagnosis on the real-GPU boxes (gate for everything below). - **Tier 1A** — capture-source / compose-rate cadence levers (ForceComposedFlip verify; `PUNKTFUNK_OUTPUT_HZ_MULTIPLIER` double-refresh; Reflex/render-queue=0 headroom). - **Tier 1B** — GPU clock/power pinning (`PUNKTFUNK_PIN_CLOCKS`; NvAPI per-app DRS on Windows w/ crash-safe undo; root-free CUDA-P2/persistence on Linux; default OFF on battery/Deck). - **Tier 2A follow-up** — glass-to-glass + CS2-floor A/B before defaulting `PUNKTFUNK_NV12`, and the **P010** HDR/10-bit variant. - **Tier 3B** — auto-gated REALTIME D3DKMT class (HAGS + VRAM-headroom gate). - **Tier 3C** — `VideoProcessorBlt` directly from the DDA surface (benchmark-only experiment). - **Tier 3D** — correct async NVENC two-thread submit/retrieve pipeline (strictly measure-first). - **Tier 4** — GL2 intra-refresh for RFI/recovery; GL1/GL6 sub-frame slice output + per-slice paced send (paced-send half already shipped). Honest expectation: with the work-deletion + cadence + power-pin levers stacked, the easy-scene gap closes and the saturated floor rises, but a residual ceiling remains — at 100% GPU the game physically cannot also render the game *and* compose 240 unique frames, and WDDM/NVIDIA preemption granularity caps how far priority can claw back. Report that ceiling honestly rather than chasing it with encoder micro-optimisations.