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punktfunk/docs-site/content/docs/configuration.md
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enricobuehlerandClaude Opus 5 eb4ab91627 feat(host): a frame limiter for the game, not for the stream
PUNKTFUNK_MAX_FPS caps how fast the compositor lets the game render. It
deliberately does NOT touch the session: the client still negotiates and
receives its full rate, because the encode loop re-encodes the held frame
whenever the compositor produced no new one, and a repeat of an unchanged
picture is an almost-empty P-frame. So a 60-capped game on a 120 Hz session
still puts 120 frames a second on the wire — and the GPU time the game gives
up goes to capture and encode instead, which is the point (on a laptop or a
handheld, it goes to heat and battery too).

Capping the stream would be a different and mostly unwanted feature: it
hands the client fewer frames than it asked for and saves the game's GPU
nothing.

gamescope is the compositor that has the lever, so it is the one that gets
it: the rate becomes --nested-refresh, which is what gamescope clamps the
game to. All three sessions we own take it — the bare spawn's -r, the
managed gamescope-session-plus wrapper's PF_HZ, and the SteamOS PATH shim's.
In the managed path the limit lands on PF_HZ alone and NOT on
CUSTOM_REFRESH_RATES, so the mode the session advertises stays the client's
— that is what makes games see the real refresh rather than the box's EDID.

Two scoping notes. Under gamescope the cap is the nested output's rate, so
everything it composites moves at it, not the game alone; there is only the
one output. And the attach path (PUNKTFUNK_GAMESCOPE_NODE) mirrors a
gamescope we do not own, so it has no lever to pull and is untouched.

Closes #13

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-28 19:14:10 +02:00

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---
title: Configuration
description: Every host.env setting and PUNKTFUNK_* environment variable — compositor, video, input, gamepads, tuning — and how to use them.
---
The host reads its settings from **`~/.config/punktfunk/host.env`** (a simple `KEY=value` file, `#`
starts a comment; keys are **case-sensitive**`punktfunk_compositor` sets nothing, use the exact
uppercase names). On Windows the service reads **`%ProgramData%\punktfunk\host.env`** instead. Your
[setup guide](/docs/requirements) gives you a starting `host.env` for your desktop; this page is the
full reference for every setting.
> **You rarely need most of these.** The host **auto-detects** the compositor, input backend, and
> encoder from your live session — a box that flips between Steam Gaming Mode and a KDE/GNOME desktop
> is followed automatically. The `PUNKTFUNK_*` knobs below are mostly **optional overrides** for
> forcing a specific backend, tuning performance, or debugging. The starter `host.env` for your
> platform sets only the few you actually need.
## Session anchors
**Leave these unset on a normal setup.** Running as a `systemctl --user` service the host inherits
the correct `XDG_RUNTIME_DIR` from systemd, derives the session bus from it, and **rewrites
`WAYLAND_DISPLAY` / `XDG_CURRENT_DESKTOP` / `XDG_RUNTIME_DIR` / `DBUS_SESSION_BUS_ADDRESS` on every
connect** to follow the active session (Gaming ↔ Desktop) — a value written here can only be
redundant or stale.
| Setting | When to set it |
|---|---|
| `XDG_RUNTIME_DIR` | Only when the host runs **outside** a user service (ssh, cron): `/run/user/<your uid>` — check `id -u`. A copy-pasted `1000` on a box where that isn't your uid points the host at another user's (nonexistent) PipeWire/D-Bus, and **everything** fails (audio `Creation failed`, no capture, clients report the host unreachable). |
| `DBUS_SESSION_BUS_ADDRESS` | Same cases only: `unix:path=/run/user/<your uid>/bus`. Otherwise derived automatically. |
| `WAYLAND_DISPLAY` | Only the dedicated [headless-KDE appliance](/docs/kde#headless-session) (`wayland-kde`, set by its shipped `host.env.kde`). |
| `XDG_CURRENT_DESKTOP` | Same — appliance-only. |
## Core
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_COMPOSITOR` | `kwin` · `mutter` · `gamescope` · `wlroots` · `hyprland` (aliases: `kde`/`plasma`, `gnome`, `sway`/`wlr`) | Which backend creates the virtual display. `wlroots` is sway/River; `hyprland` is its own backend. **Leave unset.** Setting it **pins** the backend and turns session-following **off** — per connect *and* mid-stream, so a Desktop ↔ Gaming switch kills the stream instead of being followed. For CI/tests and dedicated single-session appliances only. |
| `PUNKTFUNK_VIDEO_SOURCE` | `virtual` · `portal` | `virtual` creates a per-client display at the client's exact mode (the normal choice). `portal` captures an existing monitor instead. |
| `PUNKTFUNK_CAPTURE_MONITOR` | a connector name (`HDMI-A-1`, `DP-2`, …) | Stream a **physical** monitor this host already has instead of creating a virtual display — see [Streamed screen](/docs/virtual-displays#stream-a-real-monitor-instead). List the names with `punktfunk-host list-monitors`. Setting it here **outranks the web console's** choice, so an appliance stays aimed where its operator pointed it; leave it unset to steer from the console. A name that matches no monitor fails the session loudly rather than streaming a different screen. Linux only. |
| `PUNKTFUNK_ZEROCOPY` | `1` · `0` *(default on)* | GPU zero-copy capture→encode (dmabuf → CUDA → NVENC, or D3D11 on Windows). **On by default** — no need to set it; it falls back to a CPU path automatically. Set `0` to force the CPU path. One exception: Windows **Intel/QSV** keeps the CPU path by default until zero-copy is validated on Intel hardware — set `1` to try it there. |
| `PUNKTFUNK_INPUT_BACKEND` | `libei` · `gamescope` · `wlr` · `uinput` | How input is injected. `libei` for GNOME/KDE, `gamescope` for Bazzite/gamescope, `wlr` for Sway/wlroots **and Hyprland**. Auto-detected with the compositor. |
| `PUNKTFUNK_ENCODER` | `auto` · `nvenc` · `vaapi` (Linux) · `amf` · `qsv` (Windows) · `software` | Encoder backend. `auto` (default) detects the GPU vendor: NVIDIA→NVENC, AMD→VAAPI/AMF, Intel→VAAPI/QSV. `software` (aliases `sw`/`openh264`) is the GPU-less H.264 path on both platforms — on Windows `auto` falls back to it when no GPU is found; on Linux it is **explicit-only** (`auto` never picks it). On a multi-GPU Windows box a forced hardware backend whose vendor contradicts the selected GPU (web-console preference) is **overridden** — the adapter wins and the host logs a warning; remove the stale pin. |
| `PUNKTFUNK_RENDER_NODE` | path | Linux DRM render node for zero-copy (default `/dev/dri/renderD128`). Set on multi-GPU boxes to pick the right GPU. |
Resolution and refresh are **not** set here — **the client chooses them.** When a device connects,
the host creates a virtual display at that device's resolution and refresh rate. A 1080p60 laptop and
a 1440p120 desktop each get their own. (With Moonlight, set the mode in Moonlight; the native clients
let you pick a mode or default to the device's display.)
## gamescope / session following (Linux, Bazzite/SteamOS)
Two mutually-exclusive models for a Steam/gamescope box. See [Steam / gamescope](/docs/gamescope) for
the full picture (and [Bazzite](/docs/bazzite) for that distro's specifics).
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_GAMESCOPE_ATTACH` | `1` | **Attach** model: the box owns its gamescope session on its own display (you switch Gaming ↔ Desktop with the Steam UI); the host just captures whatever's live and never tears it down. On a **headless** box the box-owned autologin session is restarted at the client's resolution on a mismatch; a box driving a physical display, and any foreign/bare gamescope, streams at its own mode. |
| `PUNKTFUNK_GAMESCOPE_MANAGED` | `1` | **Managed** model (the default where session infra is detected): the host takes the box's gamescope over and relaunches it **headless** at the *client's* exact resolution — Game Mode on the virtual screen — restoring the box on idle. |
| `PUNKTFUNK_GAMESCOPE_SESSION` | `steam` | The host owns a `gamescope-session-plus` (Steam) session at the client's mode (headless appliance; no physical session running). |
| `PUNKTFUNK_GAMESCOPE_NODE` | `auto` · node id | Discover + capture a **running** gamescope's PipeWire node at a fixed mode. Do **not** combine with `SESSION`. |
| `PUNKTFUNK_GAMESCOPE_APP` | command | For an ad-hoc bare-gamescope session, the nested command to run (e.g. `vkcube`). |
| `PUNKTFUNK_GAMESCOPE_HDR` | `1` · `0` *(default off)* | Allow HDR (10-bit BT.2020 PQ) sessions on the gamescope backend. Needs the `punktfunk-gamescope` build — see [HDR on gamescope](/docs/gamescope#hdr-on-gamescope). Without it, or without the build, sessions stream SDR. |
| `PUNKTFUNK_GAMESCOPE_SDR_NITS` | e.g. `400` | On an HDR gamescope session, the luminance SDR content (desktop, Steam overlay, SDR games) is mapped to inside the PQ container. Unset = gamescope's own default of 400. |
| `PUNKTFUNK_GAMESCOPE_BIN` | path | Force a specific gamescope binary for the sessions the host spawns. Unset = prefer `punktfunk-gamescope` on `PATH`, then `gamescope`. |
| `PUNKTFUNK_SESSION_WATCH` | `1` · `0` | Follow a Gaming ↔ Desktop switch **mid-stream** (rebuild the backend in place, no reconnect). **On by default** on Bazzite/SteamOS; set `0` to disable. |
## Compositor-specific (Linux)
See your desktop page ([KDE](/docs/kde), [GNOME](/docs/gnome)) for when to set these.
> **Managing virtual displays** — keep-alive after disconnect, exclusive vs. extend, and (on
> Windows/KDE) persistent per-client scaling — now has its own settings surface in the web console
> and `display-settings.json`. See [Virtual displays](/docs/virtual-displays). The two
> `*_VIRTUAL_PRIMARY` knobs and `PUNKTFUNK_MONITOR_LINGER_MS` below still work but are superseded by
> it (a settings file wins over them).
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_KWIN_VIRTUAL_PRIMARY` | `1` | Make the streamed per-session output the sole desktop so plasmashell + windows render on it (not on the headless bootstrap output). Set by the KDE appliance `host.env`. Superseded by the console's **Topology** setting. |
| `PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY` | `1` | GNOME/Mutter equivalent of the above. |
## Session recovery (Linux)
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_RECOVER_SESSION_CMD` | command | Operator hook fired (debounced) when a client connects while **no graphical session is live** for the host's user — the state a compositor crash leaves behind (gnome-shell SIGSEGV → GDM greeter, whose auto-login is once-per-boot). Typically `sudo -n systemctl restart gdm` with a matching NOPASSWD sudoers rule, or `systemctl restart display-manager` under a polkit rule; with auto-login enabled the restart brings the desktop back and the client's automatic retry lands in it. Unset/empty = disabled (the default). |
| `PUNKTFUNK_ON_CONNECT_CMD` | command | Fired (detached) when a client connects, on either plane — the event JSON on stdin plus `PF_EVENT_*` env vars. The zero-config little sibling of [hooks.json](/docs/automation), which adds filters, webhooks, and debounce. |
| `PUNKTFUNK_ON_DISCONNECT_CMD` | command | The `client.disconnected` counterpart of `PUNKTFUNK_ON_CONNECT_CMD` (its `PF_EVENT_REASON` is `quit`, `timeout`, or `error`). |
## Video quality
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_FEC_PCT` | `N` (percent) | Forward-error-correction redundancy for lossy links (the default is sensible for a normal LAN). Higher = more loss-resilient, more bandwidth. |
| `PUNKTFUNK_10BIT` | `1` · `0` *(default on)* | HEVC Main10 / HDR. **On by default** — the host permits 10-bit; a session goes 10-bit only when the client advertises it (behind the client's HDR setting). Set `0` to force 8-bit. Windows host, plus the Linux **GNOME 50+ GameStream desktop mirror** (`PUNKTFUNK_VIDEO_SOURCE=portal`, mirrored monitor in HDR mode — check with `punktfunk-host hdr-probe`). Also the Linux **gamescope** backend with the `punktfunk-gamescope` build + `PUNKTFUNK_GAMESCOPE_HDR=1`. The other Linux virtual displays (Mutter, KWin, wlroots) stay 8-bit: their virtual-monitor screencasts are SDR-only upstream. |
| `PUNKTFUNK_444` | `1` · `0` *(default on)* | Full-chroma HEVC 4:4:4 (Range Extensions) — sharper text/desktop, no chroma loss. **On by default** on the host; the client's own 4:4:4 setting (default off) is the real switch. Set `0` to force 4:2:0. **punktfunk/1 native only** (Moonlight stays 4:2:0), HEVC-only, honored only when the client advertises 4:4:4 **and** the GPU supports it (probed; NVENC is the validated path — VAAPI/AMF/QSV decline). Independent of 10-bit. |
| `PUNKTFUNK_CHACHA20` | `1` · `0` *(default on)* | ChaCha20-Poly1305 session encryption for clients without hardware AES (old ARM TVs, e.g. webOS), lifting their ~100 Mbps software-AES decrypt ceiling. **On by default** on the host; a session uses it only when the client requests it — everyone else stays on AES-GCM. Purely a performance choice (both ciphers are full-strength); set `0` to force AES-GCM for all sessions. |
| `PUNKTFUNK_PYROWAVE_MAX_MBPS` | `N` (Mbps) | Cap the [PyroWave](/docs/pyrowave) Automatic bitrate pin, for a host on a link that the open-loop pin can outrun (e.g. 4:4:4 + HDR at 5120×1440@240 pins ~5.3 Gbps, over a 5GbE link). Unset = no cap. Only affects Automatic (bitrate `0`) PyroWave sessions; an explicit client bitrate bypasses it. |
| `PUNKTFUNK_DSCP` | `1` | Opt-in DSCP / `SO_PRIORITY` QoS tagging on the media sockets. No-op on the wire on Windows without a qWAVE policy. |
| `PUNKTFUNK_OH264_THREADS` / `PUNKTFUNK_OH264_GOP` | `N` | Software (openh264) encoder tuning: encode threads (default 2 — latency over throughput) and GOP length (default 0 = encoder-auto). Only relevant with `PUNKTFUNK_ENCODER=software`. |
| `PUNKTFUNK_MAX_FPS` | `N` (fps) *(default: no limit)* | **Frame limiter for the game** — how fast the compositor lets it render. It does *not* cap the stream: the client still negotiates and receives its full rate, because the encode loop re-encodes the held frame whenever the compositor produced no new one (an almost-empty P-frame). A 60-capped game on a 120 Hz session still sends 120 frames a second, and the GPU time the game gives up goes to capture and encode instead — and to heat and battery on a laptop or handheld. **gamescope only today**: it takes this as `--nested-refresh`, the rate it clamps the game to; that is the nested output's rate, so everything gamescope composites moves at it. Other compositors have no equivalent lever and ignore it. |
| `PUNKTFUNK_VDISPLAY_HZ_MULT` | `1``4` *(default `1` = off)* | Run the **virtual display** at a multiple of the session's frame rate without sending a single extra frame. A compositor paints on its own vblank, so a frame finished just after the capture sampled waits nearly a whole interval to be picked up — the jittery part of the latency budget. At `2` that worst case halves. Costs the compositor and GPU the extra composites, so it's opt-in. If the backend won't give the multiplied rate it reports what it achieved and the stream paces to that. |
## Gamepads
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_GAMEPAD` | `xbox360` · `xboxone` · `dualsense` · `dualsenseedge` · `dualshock4` · `steamdeck` · `switchpro` · `steamcontroller` · `steamcontroller2` (aliases: `ps5`, `edge`, `ps4`, `deck`, `switch`, `sc2`, `ibex`, …) | The virtual pad the host creates. Usually **auto-resolved from the client's physical controller** — set this only to force a type. `xbox360` (XInput) is the universal fallback. `dualsenseedge` gives the client's back paddles native buttons; `switchpro` gives Nintendo-family pads correct glyphs/layout + gyro. `steamcontroller2` (the 2026 Steam Controller) is passed through **as-is** — the host presents a real SC2 (`28DE:1302`) that Steam Input drives directly, mirroring the physical pad's raw reports (Linux only). DualSense (Edge)/DualShock 4 work on Linux (UHID) and Windows (UMDF); the Steam Deck pad too (Windows via the promoted UMDF identity); Switch Pro and the classic Steam Controller need Linux UHID. Unsupported choices fold to Xbox 360. |
| `PUNKTFUNK_STEAM_GADGET` | `1` · `0` | Force the raw USB-gadget virtual Steam Deck on/off. **On by default on SteamOS**, off elsewhere. Lets Steam promote the virtual Deck to full Steam Input. |
## Audio / microphone
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_AUDIO_GAIN` | float (default `1.0`) | Linear gain applied to capture — bump it for a quiet source. |
| `PUNKTFUNK_MIC_DEVICE` | name substring | **(Windows)** Target mic-uplink device by friendly-name substring (first match wins). |
| `PUNKTFUNK_NO_MIC_INSTALL` | set | **(Windows)** Skip installing the virtual-mic driver (e.g. when the host runs as SYSTEM). |
## Windows host
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_VDISPLAY` | `pf` | Virtual-display backend. The bundled pf-vdisplay IddCx driver is the only backend now — informational; leave as `pf`. |
| `PUNKTFUNK_SECURE_DDA` | `1` | Capture the secure desktop (UAC / lock / login) so the stream survives those transitions. |
| `PUNKTFUNK_MONITOR_LINGER_MS` | ms (default `10000`) | Defer tearing a per-client virtual display down after disconnect. A reconnect inside the window preempts it and creates a fresh one (a reused IddCx swap-chain is dead); the stable per-client monitor id keeps Windows' saved display config applying either way. Superseded by the console's **Keep alive** setting — see [Virtual displays](/docs/virtual-displays). |
| `PUNKTFUNK_EXCLUSIVE_REASSERT_MS` | ms (default `2000`), `0` = off | How often the host re-checks that **exclusive** display topology actually held. Windows (or a GPU driver / display-poller tool) can quietly re-activate a physical panel moments after the host disabled it — seen on hybrid Intel+NVIDIA laptops — putting windows, the cursor, and the lock screen on a screen that isn't streamed. The host re-asserts and logs when that happens; `0` restores the old fire-and-forget behavior. |
| `PUNKTFUNK_RENDER_ADAPTER` | description substring | Multi-GPU boxes only: force the NVENC/capture GPU by adapter Description substring (e.g. `4090`). Leave unset on single-GPU machines. |
| `PUNKTFUNK_HOST_CMD` | e.g. `serve --gamestream` | The host subcommand the service launches. Default `serve --gamestream`; use `serve` for a secure native-only host. |
## Network & discovery
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_HOST_NAME` | free text, e.g. `Living Room` | The name this host shows up under in Moonlight and in the Punktfunk clients. Default: the machine's own hostname — so a box called `bazzite-htpc` can present itself as `Living Room` without renaming the machine. Takes effect on host restart. Spaces and accents are fine; `.` becomes `-` (a dot would split the name in client lists) and it's capped at 63 characters. The machine's real hostname is still what the host answers to on the network. |
| `PUNKTFUNK_MDNS` | `1` · `0` *(default on)* | mDNS adverts (native + GameStream). `0` skips them (same as `--no-mdns`) — for networks/containers where multicast doesn't work; add the host by address in the client instead. |
| `PUNKTFUNK_DATA_PORT` | port | Pin the per-session video data plane to a fixed UDP port and stream direct (no hole-punch) — open exactly that port in the host firewall. Same as `serve --data-port`; see [Troubleshooting](/docs/troubleshooting). Default: random port + hole-punch. |
## Auth, API & paths
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_MGMT_TOKEN` | token | Bearer token for the management API. If unset it's auto-generated and persisted to `~/.config/punktfunk/mgmt-token` (the bundled web console sources it). Set only to pin a specific token. |
| `PUNKTFUNK_UI_PASSWORD` | password | Web-console login password. Normally generated on first start and stored in `~/.config/punktfunk/web-password` — see [Forgot your Password?](/docs/forgot-password). |
| `PUNKTFUNK_CONFIG_DIR` | path | Override the config directory (default `~/.config/punktfunk`) — pairing state, certs, apps.json, captures. |
## Advanced performance tuning
Leave these at their defaults unless you're chasing latency; see the [troubleshooting](/docs/troubleshooting)
notes for context.
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_GSO` | `1` · `0` | UDP Generic Segmentation Offload on the send path (coalesce a frame's packets into kernel super-buffers) — cuts send CPU ~30%, but its line-rate packet trains can cost delivered throughput on constrained links (measured on a 2.5GbE hop). Off by default until send pacing spaces the super-buffers; set `1` to opt in (auto-falls back to `sendmmsg` on kernels/paths without support). |
| `PUNKTFUNK_SPLIT_ENCODE` | `0`/`disable` · `1`/`auto` · `2` · `3` | NVENC N-way split-encode for very high pixel rates (5K@240). `auto` picks automatically above ~1 Gpix/s. H.264 never splits (not applicable per the SDK); on HEVC a *forced* split disables sub-frame readback (mutually unsupported) — set `0` to choose sub-frame instead. |
| `PUNKTFUNK_NVENC_SUBFRAME` | `0` · `1` | NVENC sub-frame (slice-level) readback for lower latency on sync sessions. Default: on where the GPU supports it (Linux direct NVENC). `0` = never; `1` = force. On HEVC it yields to a forced split-encode (the SDK documents the pair unsupported). |
| `PUNKTFUNK_GPU_PRIORITY_CLASS` | `off` · `normal` · `high` · `realtime` · `auto` | **(Windows)** GPU scheduling priority for capture/encode under a GPU-saturating game. Default `auto` (starts `high`, upgrades to `realtime` when it's safe — e.g. HAGS off); `high` pins the static pre-gate behaviour; `realtime` is the strongest lever but can freeze NVENC on some setups. |
| `PUNKTFUNK_IDD_DEPTH` | `N` (default `2`) | **(Windows)** IDD-push pipeline depth. `1` cuts latency once GPU priority is raised; higher smooths a contended GPU. |
## Diagnostics
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_PERF` | `1` | Log per-stage timing (capture, encode, send) — handy when tuning latency. |
| `RUST_LOG` | `info` · `debug` · `trace` | Log verbosity. On Windows, logs land in `%ProgramData%\punktfunk\logs\` (size-capped: a file over 10 MB is rotated to `.old` at the next service/host start, one generation kept). |
| `PUNKTFUNK_FFMPEG_DEBUG` | set | Verbose libavcodec/FFmpeg logging from the encoder. |
| `PUNKTFUNK_VIDEO_DROP` | `N` (percent) | Deliberately drop N% of video packets to exercise FEC recovery. **Testing only.** |
## Client-side (native clients)
A few knobs are read by the native **clients**, not the host:
| Setting | Values | Meaning |
|---|---|---|
| `PUNKTFUNK_DECODER` | `software` · `vaapi` · `vulkan` (Linux) · `d3d11va` (Windows) | Force the decode path. Default auto-selects hardware per vendor (Linux: VAAPI on Intel/AMD, Vulkan Video on NVIDIA and the Steam Deck; Windows: Vulkan Video on NVIDIA/AMD, D3D11VA on Intel and others) with a software fallback. |
| `PUNKTFUNK_OSD_SCALE` | multiplier, e.g. `1.5` *(default `1`)* | Size of the in-stream overlay — the stats OSD, the capture hint and the start banner. They already follow your display's scaling setting (200 % display → twice the pixels), so set this only to nudge that: bigger for a TV across the room, smaller if your compositor reports an aggressive scale. Clamped to 0.5×–4×, and a line that would run off the screen is shrunk to fit. |
## Bitrate
The client requests a bitrate; the host encodes to it. There's no host-side bitrate knob. To find a
good value:
- **Native clients (Apple, Linux, Windows, Android):** use the built-in **speed test** (from a
host's menu). It measures your link, suggests a bitrate, and applies it.
- **Moonlight:** set the bitrate in Moonlight's settings. Start moderate and raise it.
## Multiple devices at once
The native `punktfunk/1` host (`serve`) streams up to **4 sessions at once** by default (an encoder
bound); further clients wait in the accept queue until a slot frees up. Each session gets its own
virtual display at the client's exact resolution, sharing the host's input/audio/mic services. The
limit isn't settable from `serve`'s command line yet — `punktfunk1-host`, the standalone test host,
exposes it as `--max-concurrent N` (see the [Host CLI](/docs/host-cli) reference).
## Codec and FEC
- Client and host **negotiate the codec**: **HEVC (H.265)** by default, **AV1** for clients that
support it, and **H.264** when the session runs on the GPU-less software encoder.
- The native protocol adds forward error correction for lossy links — see `PUNKTFUNK_FEC_PCT` above.