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Six parallel audits swept the root docs, docs-site, every per-directory README, and the packaging docs; every claim below was verified against the source before editing. - README: Layout gains the six missing crates (pf-client-core, pf-presenter, pf-console-ui, pf-ffvk, pf-driver-proto, punktfunk-tray), clients/session, api/ and ci/; Linux/Windows client rows reflect the shell + Vulkan-session split and the Vulkan Video -> VAAPI/D3D11VA -> software decode chains; the "every client over a C ABI" claim is corrected (Rust clients link the core directly); tiered stats overlay + console shell noted; Apple row mentions AV1. - CONTRIBUTING: drop the dead CLAUDE.md link (deliberately untracked); point at the README's build/invariants sections. SECURITY: 0.9.0. - host-cli/pairing: --allow-pairing/--require-pairing are no-op legacy names — pairing is required by default, --allow-tofu is the real flag; document --data-port and --idle-timeout-ms. - configuration: document PUNKTFUNK_RECOVER_SESSION_CMD (session-crash recovery hook), PUNKTFUNK_MDNS, PUNKTFUNK_DATA_PORT. - virtual-displays/gnome: GNOME per-client scaling shipped (host- persisted) — flip the ❌ to ✅ and describe how it works. - stats: new "Detail levels" section (Off/Compact/Normal/Detailed + per-platform cycle gestures); retire the GTK hand-off note. - clients/install-client/status/roadmap: decode chains, Windows client validation narrowed to HDR-only pending, adaptive bitrate, console shell, Apple AV1, Windows host vendor list. - Sub-READMEs: clients/linux rewritten for the re-architecture; session Windows decode rung + d3d11va knob; Windows tiered overlay; Android minSdk 28; decky file table; host zerocopy/ path; scripts port 47992 and steamos-host.md; pf-dualsense source path. - packaging: canary version bases are tag-derived (<next-minor> via pf-version.sh/.ps1), codecs-extra not ffmpeg-full, document the pinned offline-Skia tarball + SKIA_BINARIES_URL and vulkan-headers. - Convert 15 dangling design/*.md links to the punktfunk-planning prose convention (those docs live in the private planning repo). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
152 lines
9.1 KiB
Markdown
152 lines
9.1 KiB
Markdown
---
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title: Understanding the Stats Overlay
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description: What every number in the punktfunk stats HUD means, and how to compare them fairly with Moonlight/Sunshine.
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---
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Every punktfunk client has an in-stream stats overlay. All clients use **the same
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vocabulary, the same measurement points, and the same math**, so a number on your
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phone means exactly what the same number means on your desktop.
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## The four measurement points
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Every latency figure is the time between two of these four points in a video frame's
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life:
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1. **capture** — the host grabs the frame from the (virtual) display. Stamped on the
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host's clock and carried with the frame.
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2. **received** — your client has fully received and reassembled the frame from the
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network (after any FEC recovery), before decoding.
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3. **decoded** — the video decoder has produced the picture.
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4. **displayed** — the picture is handed to the screen (as close to "photons" as the
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platform lets us measure).
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## Detail levels
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The overlay has four levels — **Off → Compact → Normal → Detailed** — that you cycle live
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in-stream:
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| Platform | Cycle with |
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|---|---|
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| Linux · Windows · Steam Deck | **Ctrl+Alt+Shift+S** |
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| macOS / iPad (pointer or trackpad) | **⌃⌥⇧S** or a **three-finger tap** |
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| Android · iPhone | a **three-finger tap** |
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**Compact** is a one-line pill (fps · end-to-end ms · Mb/s, plus a loss flag when frames are being
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lost). **Normal** adds the stream line and the p50/p95 headline. **Detailed** adds the decoder path,
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HDR tag, and the per-stage breakdown. You can also set the level a stream starts at in each client's
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Settings. The example below is the **Detailed** view.
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## Reading the overlay
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```
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1920×1080@120 · 119 fps · 38.2 Mb/s · HEVC 10-bit HDR · GPU decode
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end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass
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= host 3.1 + network 6.7 + decode 2.1 + display 2.3
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lost 3 (0.1%) · skipped 1 · FEC 12
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```
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- **Line 1 — the stream.** Resolution@refresh, frames received per second, and the
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received video bitrate (goodput — FEC overhead not counted), plus codec details.
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- **Line 2 — the headline.** `end-to-end` is the *directly measured* time from host
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capture to the endpoint named at the end of the line (`capture→on-glass` here).
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`p50` = the typical frame (median), `p95` = the slow outliers. This is the one
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number that summarizes your stream.
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- **Line 3 — where the time goes.** The stages **tile the end-to-end interval** —
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each starts where the previous one ends, so they add up to the headline:
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- `host` — capture → sent: the host's own share (capture read, encode, error
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coding, the paced send), reported by the host itself once per frame.
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- `network` — sent → received: the network flight plus reassembly on your device.
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- `decode` — received → decoded, on your device.
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- `display` — decoded → displayed: waiting for the right screen refresh, rendering,
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and vsync.
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Against an **older host** that doesn't report its share yet, the first two terms
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merge into a single `host+network` number — same total, one split fewer.
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(Stage values are per-stage medians, so they sum only *approximately* to the
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headline median — percentiles aren't perfectly additive. The headline is measured
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directly, never computed as a sum.)
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- **Line 4 — reliability** (only shown when something is nonzero). `lost` = frames the
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network dropped beyond FEC's ability to recover; `skipped` = frames your client
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chose not to display because a newer one had already arrived; `FEC` = packet shards
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the error correction recovered this second (loss that you *didn't* feel).
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All values refresh once per second over the last second of frames.
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### Clocks, and the `(same-host clock)` tag
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`end-to-end` and `host+network` span two machines, so they need the two clocks to
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agree: at connect, the client runs an NTP-style handshake with the host and corrects
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for the measured clock offset. If that handshake wasn't possible, the overlay appends
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**`(same-host clock)`** — the numbers are then only trustworthy when client and host
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run on the same machine. `decode` and `display` are single-machine measurements and
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are always exact.
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### What each platform can measure
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Not every platform exposes a true "displayed" instant, so the headline's endpoint is
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always spelled out rather than pretending:
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| client | headline | why |
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|---|---|---|
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| Windows, macOS/iOS (Metal presenter), Linux | `capture→on-glass` / `capture→displayed` | present instant available (on Linux/Windows, measured right after the Vulkan swapchain present) |
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| Android | `capture→displayed` | MediaCodec's per-frame render callback reports SurfaceFlinger's render timestamp; on the rare window where no callback is delivered (the platform may drop them under load) the HUD falls back to `capture→decoded` |
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| macOS/iOS fallback presenter | `capture→received` | the system video layer hides decode and present timing entirely |
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A shorter chain means the number is **smaller because it measures less** — check the
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endpoint before comparing two devices.
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## Comparing with Moonlight / Sunshine
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Moonlight's overlay and punktfunk's measure different slices of the pipeline, and the
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single biggest difference is:
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> **Moonlight has no end-to-end number.** Its overlay shows separate client-side
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> segments (decode time, queue delay, render time) and — on Sunshine hosts — a
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> host-side number. Nothing in Moonlight measures capture-to-glass, and nothing
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> measures the network flight of video frames. punktfunk's `end-to-end` line has **no
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> Moonlight counterpart** — never compare it against any single Moonlight line.
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To compare fairly, reconstruct an approximate end-to-end from Moonlight's lines:
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```
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Moonlight ≈ host processing latency (avg)
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+ ½ × average network latency
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+ average decoding time
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+ average frame queue delay
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+ average rendering time
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```
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…and compare *that* against punktfunk's `end-to-end`. (It's still approximate:
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Moonlight's segments are averages over a slightly different window, and the ½·RTT term
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stands in for a one-way frame flight that Moonlight doesn't measure.)
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### Line-by-line matrix
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| Moonlight overlay line | What it actually measures | punktfunk equivalent | Comparable? |
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|---|---|---|---|
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| `Video stream: WxH FPS` | Received **plus inferred-lost** frames/s (host-rate estimate from frame sequence gaps) | `fps` (line 1) | ≈ equal when loss is near zero; punktfunk counts received frames only |
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| `Incoming frame rate from network` | Frames reassembled from the network per second | `fps` (line 1) | **Yes — direct** |
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| `Decoding frame rate` (desktop only) | Frames leaving the decoder per second | not shown separately (equals `fps` unless the decoder is falling behind) | — |
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| `Rendering frame rate` (desktop only) | Frames actually presented per second | `fps` minus `skipped` | Approximately |
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| `Host processing latency min/max/avg` (Sunshine hosts) | Host capture → just-before-send, reported by Sunshine per frame | `host` (line 3) — the host reports capture→fully-sent per frame the same way | **Yes — direct** (punktfunk's includes the paced send itself, Sunshine's stops just before it; avg vs p50) |
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| `Frames dropped by your network connection` | Frame-sequence gaps ÷ total frames | `lost` (line 4) | **Yes — direct** |
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| `Frames dropped due to network jitter` | Decoded frames the *client's pacer* chose to drop ÷ decoded frames | `skipped` (line 4) | Approximately (both are client-side pacing decisions, despite Moonlight's name) |
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| `Average network latency` | The **control connection's round-trip time** (ENet RTT + variance) — not video frame latency | `network` (line 3) is the closest concept, but it's the *actual one-way frame path* (flight + reassembly), not an RTT | **No direct comparison.** Roughly, punktfunk's `network` ≈ ½ × an idle RTT plus serialization time of the frame |
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| `Average decoding time` | Mean time from decoder enqueue to picture out | `decode` (p50) | Yes (mean vs median; both include decoder queueing) |
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| `Average frame queue delay` | Mean time a decoded frame waits for its vsync slot | inside `display` | Sum the two Moonlight lines → |
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| `Average rendering time (incl. V-sync latency)` | Mean duration of the present call | inside `display` | …and compare against punktfunk's `display` |
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| *(no equivalent)* | — | `end-to-end` — true capture→glass, clock-skew-corrected across machines | **punktfunk only** |
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| *(no equivalent)* | — | `FEC` recovered shards (loss absorbed invisibly) | punktfunk only |
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Other differences worth knowing when squinting at both overlays side by side:
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- **Averages vs percentiles.** Moonlight's time values are means; punktfunk shows
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medians (p50) with a p95 for the headline. Under jitter, a mean sits above the
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median — Moonlight's numbers read slightly "worse" than an equivalent p50.
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- **Windows.** Both refresh about once per second; Moonlight over a ~1–2 s sliding
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window, punktfunk over the last full second.
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- **Host frame rate.** Moonlight's headline FPS estimates what the *host* produced
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(received + lost). punktfunk shows what your client actually received, and reports
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loss separately.
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