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punktfunk/tools/latency-probe/README.md
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enricobuehler 70fd8ac0d3 feat(latency-probe): glass-timer.html — the host half of camera-based cross-client comparison
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>
2026-07-19 16:34:26 +02:00

38 lines
2.2 KiB
Markdown

# 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
> [`probe`](../../clients/probe/README.md) client reports over a real `punktfunk/1` session.
```sh
cargo run -p latency-probe # from the repo root
```
Companion to [`loss-harness`](../loss-harness/README.md) (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:
1. Open `glass-timer.html` fullscreen on the streamed host display (click for fullscreen).
2. 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.
3. 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.
4. 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.