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