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docs: first-class Linux + Windows positioning + IDD-push differentiator
Drop the "Linux-first" framing across the README and docs site in favor of
first-class Linux AND Windows hosts, and surface the Windows IDD-push
virtual-display path as a distinct differentiator (punktfunk's own indirect
display driver the host pushes frames into — a real virtual display, no physical
monitor or dummy plug, even on the secure desktop).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 11:53:02 +00:00

5.1 KiB

title, description
title description
Windows Host Run the punktfunk streaming host on a Windows PC — a first-class, virtual-display host.

Status: implemented and shipping — x64-only. Alongside the Linux host, punktfunk runs as a first-class native Windows host: a signed installer registers a LocalSystem service that streams your Windows desktop or games to any punktfunk or Moonlight client, at the client's exact resolution via a virtual display — including HDR10 (10-bit BT.2020 PQ) when your Windows desktop is in HDR mode. punktfunk has its own indirect display driver (IDD) that the host pushes finished frames straight into, so you get a real on-the-fly virtual display with no physical monitor or dummy HDMI plug — even on the secure desktop (UAC / lock screen). The Windows host is newer and less battle-tested than the Linux host. (The Linux host is 8-bit only — HDR there is blocked upstream.)

This page is about the Windows host (streaming from a Windows PC). To stream to a Windows PC, see the Windows client.

Requirements

  • Windows 10/11, x64. ARM64 is not supported — both NVENC and the virtual-display driver are x64-only.
  • An NVIDIA GPU + driver. The host encodes with NVENC (nvEncodeAPI64.dll); there is no other encoder backend on Windows.
  • (Optional) ViGEmBus for virtual gamepads — a manual prerequisite for now (releases).

Install

Download the signed punktfunk-host-setup-<ver>.exe from the package registry and run it — it installs the host into C:\Program Files\punktfunk, optionally installs the bundled SudoVDA virtual-display driver, and registers + starts the service. Full steps (including the silent install and the CLI punktfunk-host service install path) are in Running as a Service → Windows; packaging internals live in packaging/windows.

The installer also sets up the web management console (status, paired devices, the PIN pairing flow): it bundles the console plus its own bun runtime and runs it as the PunktfunkWeb service on http://<this-PC>:3000, starting at boot. During setup you choose the console login password (pre-filled with a secure random default and shown again on the final page); change it later in %ProgramData%\punktfunk\web-password. Open the console from any browser on the LAN and log in — no extra install, and the host's management API stays loopback-only behind it.

How it works

The host installs a LocalSystem SCM service that runs from Session 0 and launches a worker into the interactive session (CreateProcessAsUserW). That lets it capture the secure desktop (UAC prompts, the lock screen) and keep streaming across reboots with nobody logged in — the same model Sunshine and Apollo use. Service registration, firewall rules, and the supervisor all live in punktfunk-host service install; the installer just lays the exe down and calls it elevated.

One core, Windows backends

Most of punktfunk is platform-agnostic. punktfunk-core (protocol, FEC, crypto, session, transport, the C ABI), the QUIC control plane, the GameStream wire logic, the management API, and the per-frame pipeline orchestration are all shared with the Linux host. The Windows host is a set of #[cfg(windows)] backends behind the same traits the Linux host uses:

Subsystem Linux backend Windows backend
Capture xdg ScreenCast portal → PipeWire (dmabuf) Windows.Graphics.Capture (+ Desktop Duplication for the secure desktop) → D3D11 texture; FP16/10-bit when the desktop is HDR
Virtual display KWin / Mutter / Sway / gamescope SudoVDA signed IDD — create a WxH@Hz monitor per session, capture it, tear it down
Encode ffmpeg-next NVENC (CUDA hwframes) NVENC with a D3D11 device (--features nvenc); HEVC Main10 / BT.2020 PQ for HDR
Input — mouse/keyboard libei / wlr protocols SendInput (Win32 VK + absolute mouse)
Input — gamepads uinput Xbox 360 pad + rumble ViGEm virtual pad + rumble back-channel
Audio capture PipeWire sink-monitor WASAPI loopback
Virtual mic PipeWire Audio/Source WASAPI virtual mic

The virtual display uses SudoVDA (the Sunshine Virtual Display Adapter) — a pre-built, signed Indirect Display Driver — so there is no kernel driver to author or WHQL-sign. The installer bundles and stages it; if it's absent, the host falls back to capturing an existing monitor (losing the per-client native-resolution output).

Limitations

  • NVIDIA-only. NVENC is the only encoder backend — there is no AMD / Intel / software encode path on Windows.
  • x64-only. No ARM64 build (no ARM64 NVIDIA driver, and SudoVDA is x64-only).
  • Newer than the Linux host. The Linux host is the most battle-tested path; the Windows host is more recent, with the virtual-mic and gamepad backends the youngest pieces.