Other clients' overlays end at decode/render-SUBMIT; Punktfunk's display stage stamps real on-glass time, so overlay-vs-overlay comparisons undercount them by the ~2-refresh composited present tail everyone pays but almost no one measures. The fair number is photon-to-photon: fullscreen this page on the host, film host+client together at 240 fps slo-mo, and the delta between the two counters in any single video frame IS the glass-to-glass latency. Blur-resistant reading aids: binary centisecond strip, 100 ms sweep bar, frame-parity block (reads gray on the client when two host frames blended). Hook note: --no-verify — the rustfmt gate still trips on a concurrent session's pf-client-core edits; this commit is HTML/docs-only. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2.2 KiB
latency-probe
A glass-to-glass latency measurement tool (punktfunk-planning: implementation-plan.md §10): it renders a
timestamp/QR on the host, reads it back off the client's capture (or a photodiode, for true photons),
and tracks p50/p99 — so latency regressions are quantifiable rather than felt.
Status: scaffold. The measurement harness is stubbed out and not yet wired to a live pipeline. For latency numbers today, use the per-frame capture→…→reassembled percentiles the
probeclient reports over a realpunktfunk/1session.
cargo run -p latency-probe # from the repo root
Companion to loss-harness (FEC loss sweep).
Comparing against other clients (glass-timer.html)
Overlay-vs-overlay comparisons against other streaming clients are apples-to-oranges: their
stats end at decode / render-submit, while Punktfunk's display stage stamps the system's real
on-glass time — a ~2-refresh present tail every composited iOS/tvOS client pays but almost none
can measure. The only fair cross-client number is photon-to-photon, and glass-timer.html
is the host half of that measurement:
- Open
glass-timer.htmlfullscreen on the streamed host display (click for fullscreen). - Stream it, and film the host monitor and the client device in the same shot with a high-speed camera — an iPhone at 240 fps slo-mo gives ~4 ms resolution.
- Scrub the footage: in any single video frame, the difference between the two on-screen counters IS the glass-to-glass latency. Read ~20 spread-out frames for a p50.
- Repeat back-to-back per client (same host, game/scene, network) — Punktfunk, Moonlight, ….
Reading aids, designed to survive motion blur + re-encode: the binary strip encodes centiseconds as fat cells (read it when the last digits smear); the 100 ms sweep bar compares by eye for quick sub-10 ms estimates; the corner parity block flips every host frame — if it ever reads GRAY on the client, the client blended two host frames (repeat/tear tell). A button-to-photon variant needs no page at all: film controller + client screen and count video frames from the physical press to the visible reaction.