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Drop the "Linux-first" framing across the README and docs site in favor of first-class Linux AND Windows hosts, and surface the Windows IDD-push virtual-display path as a distinct differentiator (punktfunk's own indirect display driver the host pushes frames into — a real virtual display, no physical monitor or dummy plug, even on the secure desktop). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8.2 KiB
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121 lines
8.2 KiB
Markdown
---
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title: "Status & Progress"
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description: "Where the work stands across the core, the host, and the native clients."
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---
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A high-level view of where punktfunk stands. The ordered plan of work is on the
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[Roadmap](/docs/roadmap), and milestone-level detail lives in
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[`CLAUDE.md`](https://git.unom.io/unom/punktfunk/src/branch/main/CLAUDE.md).
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## Milestones at a glance
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| Milestone | State |
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| **Core** — `punktfunk-core` + C ABI (protocol · FEC · crypto) | ✅ complete & hardened |
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| **GameStream host** (Moonlight-compatible) | ✅ working end-to-end; HDR/surround-audio polish open |
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| **Native protocol** — `punktfunk/1` (QUIC control + UDP data, GF(2¹⁶) Leopard FEC + AES-GCM) | ✅ full session planes, validated live |
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| **Windows host** (NVIDIA, x64) | 🟡 implemented & shipping as a signed installer; NVIDIA-only, newer than the Linux host |
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| **macOS / iOS / iPadOS / tvOS client** | ✅ full client; on-glass stage-2 presenter behind an opt-in flag, becoming the default |
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| **Linux client** (`punktfunk-client`, GTK4/libadwaita) | ✅ full client; VAAPI zero-copy decode + software fallback |
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| **Windows client** (`punktfunk-client`, WinUI 3) | ✅ stage 1 complete; ships as signed MSIX; on-glass hardware validation pending |
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| **Android client** (phone + Android TV) | ✅ full client; hardware HEVC decode + HDR10 |
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| **Web console** (over the management API) | ✅ status · devices · pairing |
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## What works today
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punktfunk is a low-latency desktop and game streaming **host** with first-class **Linux and Windows**
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support — and native **clients** on macOS, iOS/iPadOS/tvOS, Linux, Windows, and Android. (The Windows
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host is newer than the Linux host.)
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- **Two protocols.** The host speaks the **GameStream** protocol, so any **Moonlight**
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client works out of the box, plus its own lower-latency **`punktfunk/1`** protocol
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(QUIC control plane + UDP data plane with GF(2¹⁶) Leopard FEC and AES-GCM).
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- **Native resolution, no scaling.** Every session gets a virtual display at the client's
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exact resolution and refresh rate, via per-compositor backends for **KWin**,
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**gamescope**, **Mutter**, and **Sway/wlroots**.
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- **Zero-copy GPU pipeline.** Captured frames stay on the GPU (dmabuf → CUDA → NVENC) with
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automatic split-encode at very high resolutions. Stable 240 fps at 5120×1440 has been
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measured.
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- **HDR (10-bit), on the Windows host.** An HDR Windows desktop is captured and encoded as HEVC
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Main10 (BT.2020 PQ) to HDR-capable clients (Windows, Android). Linux hosts stream 8-bit for now —
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HDR there is blocked upstream at the compositor.
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- **Secure by default.** A **SPAKE2 PIN pairing** ceremony establishes trust (the host
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shows a 4-digit PIN; an attacker gets a single online guess, no offline dictionary
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attack). Trust-on-first-use (TOFU) remains an explicit opt-in for fully trusted LANs.
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- **LAN auto-discovery.** Hosts advertise over mDNS (`_punktfunk._udp`); clients browse and
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list them automatically.
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- **Full input.** Mouse, keyboard, and gamepads (including DualSense touchpad, motion,
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rumble, lightbar, player LEDs, and adaptive triggers) in both directions.
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- **Audio both ways.** Opus desktop audio host → client, plus an opt-in, paired-only client
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microphone uplink.
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- **Management surface.** A REST management API with a checked-in OpenAPI document, plus a
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web console for status, paired devices, and pairing.
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### Native clients
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| Client | Highlights |
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|---|---|
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| **macOS / iOS / iPadOS / tvOS** | VideoToolbox HEVC decode, GameController capture, full DualSense feedback, mDNS discovery, PIN pairing + TOFU, network speed test, latency HUD. Stage-2 presenter (`VTDecompressionSession` → `CAMetalLayer`, ~11 ms p50 capture→present) is built and validated on glass behind an opt-in flag, becoming the default. Ships as one universal TestFlight build / App Store listing. |
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| **Linux** (`punktfunk-client`) | GTK4/libadwaita. FFmpeg decode with VAAPI → DRM-PRIME dmabuf zero-copy (Intel/AMD; software fallback on NVIDIA), PipeWire audio + mic, SDL3 gamepads incl. DualSense, mDNS discovery, PIN pairing + TOFU, speed test. Ships as Flatpak, apt, rpm, and Arch packages. |
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| **Windows** (`punktfunk-client`) | WinUI 3. D3D11VA zero-copy decode, HDR10, WASAPI audio + mic, SDL3 gamepads incl. DualSense, mDNS discovery, and the full PIN/TOFU trust surface are all implemented. Ships as a signed MSIX (x86_64 + ARM64). **Stage 1 complete; D3D11VA decode, HDR present, and the GUI are pending on-glass validation on real GPU hardware.** |
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| **Android** (phone + Android TV) | Kotlin app with a Rust core over JNI. NDK `AMediaCodec` hardware HEVC decode + HDR10 (Main10/BT.2020 PQ), Opus/Oboe audio + mic, gamepad input with rumble/HID feedback, mDNS discovery, PIN pairing + TOFU (Keystore identity), live stats HUD, and D-pad/controller focus navigation for TV. Ships to the Google Play Internal Testing track. |
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`punktfunk-probe` is a headless reference and measurement client (for testing and
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benchmarking, not everyday use).
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## Validated live on
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The stack has been validated live on a range of hosts and clients:
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- **Hosts:** Ubuntu (GNOME / KDE), Fedora KDE, and Bazzite (gamescope) on machines with
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RTX-class NVIDIA GPUs, across the KWin, gamescope, Mutter, and Sway/wlroots backends.
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- **Clients:** native macOS, Linux, and Android clients against live hosts, plus stock
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Moonlight clients over the GameStream path.
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- **Cross-machine latency** is measured and skew-corrected (a wall-clock handshake removes
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the inter-machine clock offset), so capture-to-present numbers are valid across the LAN.
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## Highlights
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Notable capabilities that have landed, newest first:
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- **Native Linux client (stage 1).** GTK4/libadwaita app that links `punktfunk-core`
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directly: mDNS host list, TOFU + SPAKE2 PIN pairing, FFmpeg HEVC decode, PipeWire audio
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with mic uplink, SDL3 gamepad capture with rumble/lightbar feedback, layout-independent
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keyboard, absolute mouse, fullscreen, and a stats overlay. VAAPI → `GdkDmabufTexture`
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zero-copy decode on Intel/AMD with a proven software fallback.
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- **Delegated pairing approval.** An unpaired device that knocks on a pairing-required host
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appears as a pending request in the web console's Pairing page; one click approves and
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pins its certificate — no PIN fetched out of band.
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- **Concurrent sessions.** The host serves multiple clients at once (bounded by an NVENC
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limit), each with its own virtual output and encoder — e.g. stream the same desktop to a
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laptop and a TV simultaneously.
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- **Cross-machine latency HUD + wall-clock skew handshake.** A short NTP-style handshake
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aligns client and host clocks, making capture-to-reassembled latency valid across
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machines; the Apple client surfaces a skew-corrected capture-to-receipt p50/p95 in its
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HUD.
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- **Native LAN auto-discovery.** Hosts advertise `_punktfunk._udp` over mDNS (with TXT
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records carrying the protocol, cert fingerprint, and pairing requirement); clients
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discover and list them automatically.
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- **1 Gbps data plane.** Batched `sendmmsg`/`recvmmsg`, a microburst-capped paced send
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thread, and larger socket buffers, exploiting the GF(2¹⁶) Leopard FEC that breaks the
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classic ~1 Gbps GameStream ceiling.
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- **Boot appliance.** A headless compositor session plus host systemd units, so a host can
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come up and stream with no interactive login.
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- **Network speed test + settable bitrate.** Bitrate negotiation and an in-band bandwidth
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probe inform the client's bitrate picker instead of guesswork.
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- **Rich DualSense.** A full UHID DualSense backend on the host (gamepad, motion, touchpad,
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lightbar, player LEDs, adaptive triggers) with feedback carried back to the clients.
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- **AV1 + surround audio** are implemented and unit/live-capture tested.
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## In flight / next
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See the [Roadmap](/docs/roadmap) for the ordered list. Near-term:
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- **True glass-to-glass latency** — combine the client present-stamp (decode → present)
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with the host render → capture term for a complete end-to-end number.
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- **Make the Apple stage-2 presenter the default** after a few more resolution/HDR checks.
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- **On-glass validation of the Windows client** (D3D11VA decode, HDR present, GUI) on real
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GPU hardware.
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- **gamescope multi-user isolation** — per-session input/audio so concurrent sessions can
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be fully independent desktops (the shared-desktop multi-view case already works).
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