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Near-term 7.1 channel bed; moonshot object-based spatial audio via Wine/Proton (where dynamic objects are currently discarded) with client-side head-tracked spatialization. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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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) | ✅ beta |
| Apple client (macOS · iOS · iPadOS · tvOS) | ✅ |
| Linux client (GTK4) | ✅ |
| 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/1protocol (QUIC control + UDP data with GF(2¹⁶) Leopard FEC + AES-GCM) — the secure default — and, opt-in viaserve --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 (NVIDIA, x64) — 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, and an in-app network speed test that informs the bitrate picker.
🟡 In progress
- Windows client on-glass validation. The hardware (D3D11VA) decode, HDR present, and GUI are built and ship as a signed MSIX — they just need verification on real GPU hardware.
- Apple stage-2 presenter as the default. The lower-latency
VTDecompressionSession→CAMetalLayerpath is live behind an opt-in flag and graduating to the default. - Web console parity. Surfacing the speed test and bitrate picker the apps already have.
- Windows host hardening. Broader real-world testing, AMD/Intel encode (NVIDIA-only today), and bundling the ViGEm gamepad driver.
🔭 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.
⛔ 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.