04dd3e3a19
Rewrite the Windows host docs page for first-time setup, on par with the other host guides: remove the standout "Status:" banner, restructure into Requirements / Install (web console + pairing + configure) / How it works / Notes & limits. Bring the content up to date with the shipping host: - encode is all-vendor (NVENC/AMF/QSV + software fallback), not NVIDIA-only - virtual display is punktfunk's own pf-vdisplay IDD (SudoVDA removed) - gamepads need no prerequisite — UMDF drivers bundled; ViGEmBus is gone - add HDR10 + Vulkan-game HDR layer coverage Fix the same stale claims where other pages cross-reference the Windows host (requirements, running-as-a-service, install, roadmap, status). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
107 lines
6.7 KiB
Markdown
107 lines
6.7 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) | ✅ beta |
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| Apple client (macOS · iOS · iPadOS · tvOS) | ✅ |
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| Linux client (GTK4) | ✅ |
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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 |
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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, and
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an in-app network speed test that informs the bitrate picker.
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## 🟡 In progress
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- **Windows client on-glass validation.** The hardware (D3D11VA) decode, HDR present, and GUI are
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built and ship as a signed MSIX — they just need verification on real GPU hardware.
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- **Apple stage-2 presenter as the default.** The lower-latency `VTDecompressionSession` →
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`CAMetalLayer` path is live behind an opt-in flag and graduating to the default.
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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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- **Surround & spatial audio.** Today every path is stereo end to end (the Linux host already encodes
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5.1/7.1 via multistream Opus, but no client renders it yet). Near term: carry a **7.1 channel bed** —
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multichannel capture, surround Opus on every host, and clients that render more than two channels
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(macOS can then spatialize the bed to head-tracked AirPods audio). The moonshot is **object-based
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spatial audio**: native-Windows Atmos/DTS:X object capture is blocked by a closed renderer API, but
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**Proton already routes game audio objects through Wine's `ISpatialAudioClient`** — where it currently
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*discards* the dynamic/height objects and their 3D positions. Finishing that rendering would give
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every Proton gamer real spatial sound, and tunnelling the objects + positions to the client would let
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punktfunk spatialize them *on the client* — head-tracked remote Atmos-style audio 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.** The essentials that make remote *work* pleasant, each a new side plane
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over the existing QUIC datagram channel: bidirectional rich **clipboard sync** (text and images),
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**multi-monitor streaming** (present the host's several outputs as separate client windows), and
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**virtual-webcam redirection** (the client's camera shows up as a webcam on the host, so video calls
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run on the remote machine).
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## ⛔ Parked / blocked
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- **HDR / 10-bit on the *Linux* host.** HDR streaming already works from a
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[Windows host](/docs/windows-host) to an HDR-capable client (Windows, Android). On Linux it's
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blocked upstream — no shipping compositor emits a 10-bit/HDR capture stream yet — and ready the
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moment one 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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