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docs(roadmap): surround 5.1/7.1 is shipped, not planned
5.1 and 7.1 surround now works end to end (host encodes multichannel
via multistream Opus; native clients render >2 channels via
AudioDec::Surround). Move it to Shipped + the at-a-glance table, and
narrow the Planned entry to the genuinely-future object-based spatial
audio work. Corrects the stale 'every path is stereo end to end / no
client renders it yet' claim.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 11:26:48 +02:00

6.7 KiB
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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
Surround audio (5.1 / 7.1)
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).
  • 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.

🟡 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.
  • 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. 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.