a12c6e0ba4
apple / swift (push) Successful in 56s
ci / web (push) Successful in 36s
ci / docs-site (push) Successful in 57s
deb / build-publish (push) Successful in 2m35s
ci / rust (push) Successful in 1m22s
android / android (push) Successful in 3m14s
decky / build-publish (push) Successful in 12s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 6s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 4s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 3s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 47s
ci / bench (push) Successful in 4m40s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m30s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m17s
docker / deploy-docs (push) Successful in 18s
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
84 lines
4.6 KiB
Markdown
84 lines
4.6 KiB
Markdown
---
|
||
title: "Roadmap"
|
||
description: "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](/docs/status).
|
||
|
||
**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/1`](/docs/how-it-works) 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](/docs/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](/docs/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](/docs/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` →
|
||
`CAMetalLayer` path 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.
|
||
- **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](/docs/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.
|