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punktfunk/docs-site/content/docs/roadmap.md
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feat(gamescope/hdr): HDR is attempted by default and every install path ships the patched gamescope
Field report (RX 5700 / SteamOS): 10-bit HEVC "unsupported" — but the GPU was
never the blocker (RADV probed Main10 fine on that box). The session stayed SDR
because stock gamescope offers no 10-bit PQ capture formats and nothing shipped
our pipewire-hdr build outside the Bazzite sysext, while PUNKTFUNK_GAMESCOPE_HDR
additionally defaulted off everywhere. Close all three gaps:

- PUNKTFUNK_GAMESCOPE_HDR now defaults ON (explicit-off grammar, the flip the
  config comment planned post-canary). Safe by construction: the +pfhdr banner
  probe, managed-spawn term, and client 10-bit cap keep stock-gamescope boxes on
  the exact 8-bit path. The nix module's gamescopeHdr (default true now) only
  controls whether the patched binary is on PATH; it no longer sets the env.
- SteamOS: new scripts/steamdeck/build-gamescope.sh builds the HDR gamescope in
  the same pf2 trixie distrobox (apt dep list validated by a full build in a
  debian:trixie container), installs ~/.local/bin/punktfunk-gamescope, and
  maintains PUNKTFUNK_GAMESCOPE_BIN in host.env ONLY while the binary passes its
  on-glass --version/+pfhdr check — a stale absolute override would break
  session spawning, not just HDR. Wired into install.sh (§3b), update.sh
  (retrofit), and rebuild-check.sh (ldd-probes it like the host binary).
- Arch: build-sysext.sh gains a --gamescope fold-in (banner-verified by
  execution, host-image-only), and punktfunk-host optdepends the companion.
  Deliberately NO CI-published host sysext: per the 2026-07-22 packaging
  verdict a prebuilt SteamOS host breaks on A/B soname bumps (and /var is
  per-partition-set), so arch.yml records that instead — SteamOS hosts use the
  distrobox flow above.

Also fixes a latent bug that made build-sysext.sh fail every invocation as
documented: a literal `}` inside `${1:?usage …{host,client}…}` terminates the
expansion early and corrupts $PKG (caught by the new synthetic-package test,
which also covers the fold-in, the unmarked-gamescope refusal, and the
client-image guard).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 13:50:31 +02:00

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---
title: "Roadmap"
description: "What's shipped, what's in progress, and what's next for punktfunk."
---
A quick map of where punktfunk is today and where it's heading. For the detailed, dated changelog,
see [Status & Progress](/docs/status).
**Legend:** ✅ shipped · 🟡 in progress · 🔭 planned · ⛔ blocked upstream
## At a glance
| Area | |
|---|---|
| Protocol core — FEC · crypto · C ABI | ✅ |
| GameStream host (works with Moonlight) | ✅ |
| Native `punktfunk/1` protocol | ✅ |
| Linux host (KWin · GNOME · gamescope · Sway) | ✅ |
| Windows host (NVIDIA · AMD · Intel) | ✅ beta |
| Apple client (macOS · iOS · iPadOS · tvOS) | ✅ |
| Linux client (GTK4 shell + Vulkan session) | ✅ |
| Android client (phone · TV) | ✅ |
| Windows client | 🟡 |
| Web console + pairing | ✅ |
| Concurrent sessions (shared desktop) | ✅ |
| Network speed test + bitrate | ✅ |
| HDR / 10-bit streaming | ✅ Windows host · 🚧 Linux host (GNOME 50+ desktop mirror; virtual displays blocked upstream) |
| Surround audio (5.1 / 7.1) | ✅ |
| Sub-frame pipelining (latency) | 🔭 |
## ✅ Shipped
- **The host, two ways.** The lower-latency native [`punktfunk/1`](/docs/how-it-works) protocol (QUIC
control + UDP data with GF(2¹⁶) Leopard FEC + AES-GCM) — the secure default — and, opt-in via
`serve --gamestream`, a GameStream host any [Moonlight](/docs/moonlight) client can use. Both run
from one process.
- **Native-resolution virtual displays** on Linux across KWin, GNOME/Mutter, gamescope, and
Sway/wlroots, with a fully zero-copy GPU path to NVENC (stable 240 fps at 5120×1440).
- **A native Windows host** (x64; NVIDIA/AMD/Intel encode) — a signed installer with secure-desktop capture and a
bundled virtual-display driver, and the only host that can stream **HDR** (10-bit BT.2020 PQ,
captured from an HDR Windows desktop and encoded as HEVC Main10). See
[Windows Host](/docs/windows-host). *(Beta — newer than the Linux host.)*
- **Clients on every platform** — native apps for **Apple** (macOS, iOS, iPadOS, tvOS), **Linux**,
**Android** (phone + TV), and **Windows**, each with hardware decode, controllers including
DualSense, audio + mic, and automatic host discovery. See [Clients](/docs/clients).
- **Secure by default** — SPAKE2 PIN pairing with pinned reconnects, one-click delegated approval from
the web console, and mDNS LAN auto-discovery.
- **Tuned for latency** — concurrent sessions (stream one desktop to several devices at once),
mid-stream resolution renegotiation, a cross-machine clock-skew handshake, a 1 Gbps+ data plane,
an in-app network speed test that informs the bitrate picker, and **automatic adaptive bitrate**
(the encoder re-targets mid-stream when bitrate is set to Automatic).
- **Surround sound** — 5.1 and 7.1 end to end: the host encodes multichannel via multistream Opus and
the native clients render more than two channels, with clean, synchronous stereo where the path is stereo.
- **Clipboard sync** — bidirectional **text and images** between host and client, carried on a side
plane over the native protocol's QUIC channel.
## 🟡 In progress
- **Windows client on-glass validation.** Hardware decode and the GUI are validated on NVIDIA and
Intel; the HDR present path still needs verification on real HDR hardware.
- **Apple presenter polish.** The lower-latency `VTDecompressionSession``CAMetalLayer` stage-2
path is now the default; HDR brightness and 4:4:4 still need on-glass validation.
- **Web console parity.** Surfacing the speed test and bitrate picker the apps already have.
- **Windows host hardening.** Broader real-world testing — especially on-glass validation of the
AMD (AMF) and Intel (QSV) encode paths, which are CI-green but newer than NVENC.
## 🔭 Planned
- **Magic multi-user support.** Map a connecting client to a real user account on the host and log
them in automatically. The client picks an identity — e.g. an **Apple TV profile** — which maps to
an available host profile (likely behind a second per-user auth layer); on connect to an idle host,
the user lands in *their own* desktop/session, signed in, without touching the host. Turns one box
into a personal, profile-aware streaming target for a household.
- **Object-based spatial audio.** With 5.1/7.1 surround shipped, the frontier is object-based sound.
Capturing game audio objects on native Windows is blocked by a closed renderer API, but **Proton
already routes them through Wine's `ISpatialAudioClient`** — where it currently *discards* the
dynamic/height objects and their 3D positions. Finishing that rendering would give every Proton gamer
real spatial sound, and tunnelling the objects + positions to the client would let punktfunk spatialize
them *on the client* — head-tracked remote spatial audio (to AirPods and the like) that no streaming
stack does today.
- **Sub-frame pipelining.** Overlap encode and transmit within a single frame (a direct NVENC slice
path) — the next big latency lever at high resolutions.
- **True glass-to-glass latency** measured end to end (capture → on-screen present).
- **gamescope multi-user isolation.** Per-session input and audio so concurrent clients are fully
independent desktops (the shared-desktop case already works).
- **Peer-approved pairing.** Approve a new device from an already-paired device's own app.
- **WAN / anywhere access.** Reach a host beyond the LAN — NAT traversal (ICE/STUN/TURN) plus a
self-hostable relay for when no direct path can be punched, and **QUIC connection migration** so a
client roams between networks (Wi-Fi ↔ cellular) without dropping the session. The control plane is
already QUIC over UDP, so this is mostly signalling and relay rather than a protocol change.
- **VRR / adaptive-sync passthrough.** Variable refresh end to end — the host renders at a variable
rate and the client presents with tearing-control/VRR instead of a fixed cadence, for tear- and
judder-free gaming. Builds on the client's presentation-feedback path and the per-session virtual
outputs.
- **Desktop quality-of-life.** More of the essentials that make remote *work* pleasant, each a new side
plane over the existing QUIC datagram channel: **multi-monitor streaming** (present the host's several
outputs as separate client windows) and **virtual-webcam redirection** (the client's camera shows up
as a webcam on the host, so video calls run on the remote machine). *(Clipboard sync already shipped —
see above.)*
## ⛔ Parked / blocked
- **HDR / 10-bit on the *Linux* host — Mutter/KWin/wlroots virtual displays.** GNOME 50 added HDR
screencasting for **monitor** streams, and the host uses it: the GameStream desktop mirror
(`PUNKTFUNK_VIDEO_SOURCE=portal`) negotiates the 10-bit PQ formats and encodes HEVC Main10
BT.2020 PQ. The **gamescope** virtual output is no longer blocked either — the
`punktfunk-gamescope` build carries the small patch its capture node was missing, so
installing it streams true HDR10 by default (on-glass validation pending; the patch is
offered upstream as
[gamescope#2126](https://github.com/ValveSoftware/gamescope/issues/2126)). What stays blocked
upstream is HDR on **Mutter's virtual monitors**`RecordVirtual` streams are still SDR-only
(through the GNOME 51 dev branch) — so a GNOME/KWin/wlroots virtual display streams 8-bit until
that lands; the host is ready the moment it does.
- **Advanced DualSense voice-coil haptics.** Scoped and shelved (it rides the controller's USB audio
interface, with near-zero game support on Linux). Adaptive triggers, rumble, and the lightbar
already ship.