enricobuehler 966758e757
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chore(release): bump workspace version to 0.8.3
Release 0.8.3: the native Linux client is re-architected — the GTK4 shell + GL
presenter give way to a two-binary design (phases 0–6). A relm4/libadwaita
desktop shell (host discovery, pairing, library) now hands desktop connects to a
dedicated Vulkan session binary, punktfunk-session: an SDL3 window + ash
presenter carrying a Skia "console" UI — stats OSD, capture HUD, and a
gamepad-navigable coverflow library with --browse. The split lands the streaming
wins the GL path couldn't: VAAPI dmabuf → Vulkan zero-copy import + CSC (no GL
round-trip), Vulkan Video decode on the presenter's own device for NVIDIA
hardware decode (via a new pf-ffvk bindgen shim over FFmpeg's Vulkan hwcontext),
and HDR10/P010 end to end. The console background is now an animated mesh gradient
matching the Apple client's MeshGradient. Along the way: a resize crash fixed
(never vkDeviceWaitIdle while the pump decodes), keyframe recovery when the
decoder produces no output, decode-stage stats that measure GPU completion, an
Alt+Enter fullscreen alias, pointer-lock + per-iteration motion-flush input
fixes, and the host-card hover highlight made concentric.

Packaging + Decky: the flatpak now builds and ships BOTH client binaries (shell +
session) so the Deck's stream/browse paths survive the split — the session
binary's Skia is fetched offline from a pinned, sha256-verified archive; the
mgmt/library port 47990 is opened on the LAN firewall profiles; and the plugin's
install-from-URL uses the unom.io/pf-decky short link.

Other clients + core: Windows gains the two missing stream shortcuts
(Ctrl+Alt+Shift+S stats, F11 fullscreen) plus an in-stream shortcut reference on
both clients; Android promotes the low-latency pipeline to default and attaches
its APK to CI; the host coalesces keyframe-request storms into one IDR per
cooldown; the core jumps to live on a standing receive backlog instead of
ratcheting latency; and two security bumps clear the audits (crossbeam-epoch
RUSTSEC-2026-0204, vulnerable web transitive deps).

The [workspace.package] version (inherited by every crate via version.workspace)
is the release being cut; refresh the 14 workspace entries in Cargo.lock to match
(CI builds --locked). Canary derives from the tag as minor+1 of the latest stable
(scripts/ci/pf-version.sh), so with 0.8.3 the newest stable it stays at 0.9.0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:18:12 +02:00
2026-06-19 15:49:48 +02:00
2026-07-03 13:22:23 +00:00

punktfunk

Low-latency desktop and game streaming with first-class Linux and Windows hosts.

Run the host on a Linux machine or a Windows PC, connect from a Mac, PC, phone, tablet, or TV, and stream your desktop or games — each device at its own native resolution and refresh rate, over your local network.

📖 Documentation: docs.punktfunk.unom.io — start with How It Works or the Quick Start.

💬 Community: Discord — chat, support, and Android beta access · r/Punktfunk.

🔒 Security: found a vulnerability? Report it privately to security@punktfunk.com — see SECURITY.md. Please don't open a public issue.

punktfunk pairs a virtual-display streaming host with native clients on every platform. It speaks the existing GameStream protocol, so any Moonlight client works day one — and adds its own faster punktfunk/1 protocol that breaks the ~1 Gbps FEC wall with a GF(2¹⁶) Leopard-RS transport. A single shared Rust core (punktfunk-core) holds the protocol, FEC, and crypto, linked into the host and every client over a stable C ABI.

What makes it different

  • Your device's exact mode. For each client that connects, the host spins up a virtual display sized to that device — 1080p60 to a laptop, 1440p120 to a desktop, 4K to a TV, all at once. No letterboxing, no scaling, no rearranging your real monitors.
  • Displays you configure, not just create. Keep a game's display (and the game) alive across disconnects so a reconnect drops straight back in; make the stream your sole desktop or extend alongside your monitors; let several devices become monitors of one desktop; keep each client's scaling. One-click presets in the console — a dedicated couch box, a shared desktop, a multi-monitor workstation. See Virtual displays.
  • A real virtual display on Windows, too. On Linux the host uses per-compositor virtual outputs; on Windows you get the same on-the-fly virtual display — at the client's exact mode, no physical monitor or dummy HDMI plug, even on the secure desktop (UAC / lock screen). It also has its own indirect display driver (IDD) the host pushes finished frames straight into, rather than scraping a screen — tight, push-based integration that's unusual for a Windows streaming host.
  • Low latency, GPU end to end. Frames go straight from the compositor to the NVENC encoder with zero CPU copies (dmabuf → CUDA/Vulkan → NVENC), over a transport tuned for responsiveness rather than throughput. Stable 240 fps at 5120×1440; sub-millisecond capture-to-reassembly on-box, ~1.3 ms cross-machine on a LAN. (AMD/Intel encode via VAAPI, and a GPU-less software H.264 encoder exists as a fallback.)
  • Works with what you already have. Any Moonlight/Artemis client connects over GameStream — and native apps for macOS, Linux, Windows, and Android use the lower-latency punktfunk/1 protocol.
  • Secure by default. Hosts require a one-time SPAKE2 PIN pairing; after that, devices reconnect on a pinned identity. No accounts, no cloud. Hosts auto-advertise over mDNS, so clients find them on the network without typing an IP.

Status

Component State
Corepunktfunk-core + C ABI (protocol · FEC · crypto · QUIC) Complete & hardened
GameStream host → stock Moonlight Live end-to-end: pairing, RTSP, audio, per-client virtual output at native resolution, GPU zero-copy NVENC, gamepads
Native protocolpunktfunk/1 Validated live: QUIC control + GF(2¹⁶) FEC/AES-GCM data plane, PIN pairing, mDNS discovery, mid-stream mode renegotiation
Windows host (Windows 11 22H2+, x64) 🟡 Implemented & shipping as a signed installer: its own all-Rust IddCx virtual display (secure-desktop capable) with a sealed IDD-push capture path — finished frames pushed straight into its own driver, not screen-scraped (no DDA/WGC) · GPU encode (NVENC on NVIDIA, AMF/QSV on AMD/Intel, software H.264 without a GPU) · WASAPI audio · bundled virtual-gamepad drivers (no ViGEmBus) · HDR incl. Vulkan-game HDR. NVIDIA live-validated; AMD/Intel CI-green
macOS / iOS / tvOS client (clients/apple) Streaming live: VideoToolbox decode, controllers incl. DualSense, discovery, pairing, speed test
Linux client (clients/linux, GTK4) Streaming live: FFmpeg + VAAPI zero-copy decode, PipeWire audio, SDL3 controllers; ships as Flatpak/apt/rpm/Arch
Android client (clients/android, phone + TV) Streaming live: AMediaCodec decode + HDR10, AAudio audio, controllers, discovery, pairing
Windows client (clients/windows, WinUI 3) Streaming live: D3D11VA hardware decode on all GPU vendors (NVIDIA + Intel validated on glass) with software fallback, WASAPI audio, SDL3 controllers, discovery, pairing; ships as signed MSIX (x64 + ARM64). HDR10 implemented, on-glass validation pending
Web console + management API (web/) TanStack console over the OpenAPI mgmt API: host status, paired devices, on-demand PIN pairing, GPU selection, performance capture graphs, live host logs

The GameStream host works with a stock Moonlight client — validated live on NVIDIA hardware (RTX 5070 Ti, RTX 4090): PIN pairing that persists across restarts, an app catalog, RTSP/ENet/audio, and video at the client's exact resolution and refresh via a per-session virtual output (KWin, gamescope, Mutter, and Sway/wlroots backends), encoded with GPU zero-copy (dmabuf → CUDA/Vulkan → NVENC) up to 5120×1440@240. The native punktfunk/1 protocol adds a QUIC control plane and a GF(2¹⁶) Leopard-FEC + AES-GCM data plane (p50 ~0.8 ms capture→received at 720p120), with mid-stream mode renegotiation and a wall-clock skew handshake so latency stays valid across machines. Both run from one process: bare punktfunk-host serve is the secure native-only default (punktfunk/1 + the management API/web console), and serve --gamestream additionally enables the GameStream/Moonlight-compat planes (opt-in, trusted-LAN only — GameStream has inherent on-path weaknesses). The host is managed through a REST API and web console. Builds against FFmpeg 7 or 8.

Full milestone status: docs.punktfunk.unom.io/docs/status · roadmap: /docs/roadmap.

Install the host

Pick your platform and install from its package registry — the per-platform guide covers adding the repo, first run, and the web console. The Linux host is the primary, most battle-tested path; a Windows host also ships as a signed installer (all-vendor: NVIDIA, AMD, Intel).

Platform Install Guide
Ubuntu / Debian (apt) sudo apt install punktfunk-host (after adding the repo) Ubuntu — GNOME · KDE
Bazzite / Fedora Atomic (systemd-sysext) sudo bash punktfunk-sysext.sh install (no layering, no reboot; rpm-ostree + bootc also supported) Bazzite
Fedora (dnf) dnf install punktfunk punktfunk-web (after adding the repo) Fedora — KDE
Arch / Steam Deck (pacman / sysext) pacman -Sy punktfunk-host (binary repo) · sysext .raw (SteamOS) packaging/arch
Windows (11 22H2+, x64) signed setup.exe from the package registry Windows Host

punktfunk-host is the streaming host; punktfunk-web is the browser console (pairing + status). After install, run punktfunk-host serve inside your desktop session (the secure native default; add --gamestream on a trusted LAN if you also want stock Moonlight clients), then pair from the web console. Full instructions: docs.punktfunk.unom.io/docs/install.

Connect a client

Streaming to… Use
Mac, iPhone, iPad, Apple TV The Apple app (clients/apple) — also on TestFlight
Linux desktop / laptop, Steam Deck punktfunk-client (Flatpak / apt / rpm / Arch)
Android phone or TV The Android app (clients/android)
Windows Native punktfunk-client (signed MSIX) or Moonlight
Anything else (browser, old phone, smart TV) Moonlight over GameStream

Each client discovers hosts on the network automatically and does a one-time PIN pairing. Per-device install steps: /docs/install-client.

Build & test (from source)

For development, or as an install fallback where no package is available:

cargo build --workspace          # the Rust core, host, Linux client, and probe (Linux & macOS)
cargo test  --workspace          # unit + loopback + proptest + C ABI harness
cargo clippy --workspace --all-targets -- -D warnings
cargo fmt --all --check

cargo run -p loss-harness        # FEC loss-resilience sweep (no network needed)
bash crates/punktfunk-core/tests/c/run.sh   # standalone C-ABI link + round-trip proof

The C header regenerates from crates/punktfunk-core/src/abi.rs on every build (cbindgen via build.rs) into include/punktfunk_core.h. The Apple, Android, and Windows clients have their own toolchains (Xcode/swift build, Gradle, and cargo on the MSVC target) — see each client's README and the docs site.

Layout

crates/
  punktfunk-core/   protocol · FEC · pacing · crypto · QUIC control plane — the C ABI (lib + cdylib + staticlib)
  punktfunk-host/   the host (Linux + Windows): virtual displays · capture · encode · input · GameStream · punktfunk/1 · mgmt
clients/
  apple/    macOS / iOS / tvOS app (Swift · VideoToolbox · Metal · GameController)
  linux/    Linux desktop app (Rust · GTK4/libadwaita · FFmpeg/VAAPI · PipeWire · SDL3)
  windows/  Windows desktop app (Rust · WinUI 3 · D3D11 · WASAPI · SDL3)
  android/  Android phone + TV app (Kotlin · Rust JNI core · AMediaCodec · AAudio)
  probe/    headless reference / measurement client for punktfunk/1
  decky/    Steam Deck Decky plugin
web/                         web console (TanStack) over the management API — status · devices · pairing · GPUs · performance · logs
packaging/                   apt · rpm / COPR · Arch · Flatpak · Bazzite bootc image
docs-site/                   public documentation site (Fumadocs) — https://docs.punktfunk.unom.io
include/punktfunk_core.h     cbindgen-generated C header (checked in)
tools/                       latency-probe · loss-harness (measurement)

Design invariants

  • One core, linked everywhere. Protocol, FEC, and crypto live in punktfunk-core exactly once, exposed over a stable, versioned C ABI (punktfunk_abi_version(), PunktfunkConfig carries its own struct_size). Every native client links the same core.
  • No async on the hot path. The per-frame pipeline uses native threads only; tokio/quinn are gated behind the off-by-default quic feature (control plane only).
  • Native client resolution, no scaling. Each session gets a virtual output at exactly the client's WxH@Hz; each compositor keeps its own backend behind a shared VirtualDisplay trait.
  • FEC is the wall-breaker. GF(2⁸) (≤255 shards/block) for Moonlight compatibility; GF(2¹⁶) (≤65535 shards/block, SIMD, O(n log n)) for punktfunk/1 to push past ~1 Gbps.

License

Licensed under either of

at your option — SPDX-License-Identifier: MIT OR Apache-2.0.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions. See CONTRIBUTING.md.

Third-party components

punktfunk's own source is MIT/Apache-2.0. Shipped binaries additionally link third-party components under their own (permissive) licenses — see THIRD-PARTY-NOTICES.txt (regenerate with scripts/gen-third-party-notices.sh). The Windows host and client builds also bundle FFmpeg under the LGPL v2.1+ (dynamically linked, replaceable DLLs; the license text and notice ship in the installed licenses/ folder).

Trademarks

punktfunk is an independent project and is not affiliated with, endorsed by, or sponsored by NVIDIA, Microsoft, Sony, Valve, or the Moonlight project. "GameStream", "Moonlight", "Xbox", "DualSense", "DualShock", and "PlayStation" are trademarks of their respective owners and are used here only to describe interoperability.

S
Description
next gen game streaming - built using rust, back compatible with game stream clients, and supporting virtual displays for kde/kwin, gnome and gamescope.
Readme 42 MiB
v0.8.3 Latest
2026-07-07 22:44:28 +00:00
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