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punktfunk/docs-site/content/docs/roadmap.md
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docs: repo-wide housekeeping — sync README & docs with the code as shipped
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>
2026-07-10 09:13:42 +02:00

6.8 KiB
Raw Blame History

title, description
title description
Roadmap 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.

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
Sub-frame pipelining (latency) 🔭

Shipped

  • The host, two ways. The lower-latency native punktfunk/1 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 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. (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.
  • 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).

🟡 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 VTDecompressionSessionCAMetalLayer 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.
  • Surround & spatial audio. Today every path is stereo end to end (the Linux host already encodes 5.1/7.1 via multistream Opus, but no client renders it yet). Near term: carry a 7.1 channel bed — multichannel capture, surround Opus on every host, and clients that render more than two channels (macOS can then spatialize the bed to head-tracked AirPods audio). The moonshot is object-based spatial audio: native-Windows Atmos/DTS:X object capture is blocked by a closed renderer API, but Proton already routes game audio objects 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 Atmos-style audio 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. The essentials that make remote work pleasant, each a new side plane over the existing QUIC datagram channel: bidirectional rich clipboard sync (text and images), 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).

Parked / blocked

  • HDR / 10-bit on the Linux host. HDR streaming already works from a Windows host to an HDR-capable client (Windows, Android). On Linux it's blocked upstream — no shipping compositor emits a 10-bit/HDR capture stream yet — and ready the moment one 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.