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Web console - Pairing/Library/Stats refactored into self-contained subsections that each own their own queries + mutations; a shared slot-based layout (view.tsx) is filled by the live page (containers) and Storybook (pure cards + fixtures) so the layout can't drift. - All paired devices in one list on Pairing with a protocol column (punktfunk/1 + Moonlight), routing each unpair to the right endpoint; the redundant Clients page is removed. - Library: overview grid split from the add/edit form into separate files. - Login screen links out to the docs. Docs - "Console login password" section on every host page (apt/RPM/Bazzite/SteamOS/Windows) plus a new "Forgot your Password?" troubleshooting page, linked from the login screen. - Console served as HTTP/1.1 over TLS (drop the unusable HTTP/3 advertising) across the Bun entry, launchers, systemd units, and packaging. Tooling - Biome now respects .gitignore (stops linting generated code), config migrated to 2.5.1; all lint issues fixed cleanly. Also includes this branch's in-progress host, Apple client, packaging, and CI changes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
143 lines
8.2 KiB
Markdown
143 lines
8.2 KiB
Markdown
---
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title: "Windows Host"
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description: "Run the Punktfunk streaming host on a Windows PC — a first-class, all-vendor, virtual-display host."
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---
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Set up a Punktfunk host on a **Windows 10/11 PC** and stream its desktop or games to any Punktfunk or
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[Moonlight](/docs/moonlight) client. A signed installer registers a Windows service that streams at the
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client's **exact resolution and refresh** via Punktfunk's own **virtual display** — including
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**HDR10** (10-bit BT.2020 PQ) when your Windows desktop is in HDR mode. The virtual display is created
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on the fly, so you need **no second monitor and no dummy HDMI plug**, and capture keeps working even on
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the secure desktop (UAC prompts, the lock screen).
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> New to this? Skim [Requirements](/docs/requirements) first.
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> This page is about the Windows **host** — streaming *from* a Windows PC. To stream *to* a Windows PC,
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> see the [Windows client](/docs/clients#windows-desktop-client).
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## Requirements
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- **Windows 10 or 11, x64.** ARM64 is not built (no ARM64 NVIDIA driver, and the virtual-display
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driver is x64-only).
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- **A GPU for hardware encode** — the host auto-detects the vendor:
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- **NVIDIA** → NVENC
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- **AMD** → AMF
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- **Intel** → QSV
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No discrete GPU? The host falls back to a **software H.264** encoder (higher CPU use, lower quality —
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fine for light desktop use).
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- **No gamepad prerequisite.** The virtual gamepad drivers are bundled in the installer — there is
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nothing else to download. (Earlier builds needed ViGEmBus; it is no longer used.)
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## Install
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Download the signed `punktfunk-host-setup-<ver>.exe` from the
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[latest release](https://git.unom.io/unom/punktfunk/releases) and run it. The installer:
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- drops the host into `C:\Program Files\punktfunk` and registers + starts the **`PunktfunkHost`**
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service,
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- installs the bundled **virtual-display driver** (`pf-vdisplay`) so the host can create per-client
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displays,
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- installs the bundled **virtual gamepad drivers** (DualSense, DualShock 4, Xbox 360),
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- registers the bundled **HDR Vulkan layer** so Vulkan games can enable HDR over the virtual display,
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- sets up the **web management console** (see below).
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For an unattended install, append `/VERYSILENT`. Upgrades and uninstall go through **Add/Remove
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Programs**; your config and pairings are kept across upgrades. Prefer the CLI, or want the full
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service/firewall details? See [Running as a Service → Windows](/docs/running-as-a-service#windows).
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Packaging internals live in
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[`packaging/windows`](https://git.unom.io/unom/punktfunk/src/branch/main/packaging/windows/README.md).
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### Web console & pairing
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The installer also sets up the **web management console** (status, paired devices, the PIN pairing
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flow): it bundles the console plus its own runtime and runs it as the **`PunktfunkWeb`** task on
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**`http://<this-PC>:3000`**, starting at boot.
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#### Console login password
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During setup you choose the console **login password** — it's pre-filled with a secure random default
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and shown again on the installer's final page. It's stored in `%ProgramData%\punktfunk\web-password`
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(as `PUNKTFUNK_UI_PASSWORD=…`), readable only by Administrators and SYSTEM.
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To change it, edit that file and restart the console task. In an **elevated** PowerShell:
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```powershell
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notepad "$env:ProgramData\punktfunk\web-password" # set PUNKTFUNK_UI_PASSWORD=<your-password>
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schtasks /End /TN PunktfunkWeb; schtasks /Run /TN PunktfunkWeb
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```
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Forgot it? This is the recovery path linked from the console login screen — see
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[Forgot your Password?](/docs/forgot-password).
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The host **requires PIN pairing** by default (secure on a LAN). To connect the first time, open the
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console from any browser on the LAN, log in, go to **Devices → arm pairing**, and enter the PIN on
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your [client](/docs/clients). The host's own management API stays loopback-only behind the console.
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### Configure
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The service reads `%ProgramData%\punktfunk\host.env`. The defaults work out of the box; common knobs:
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- `PUNKTFUNK_ENCODER=auto` — `auto` picks NVENC/AMF/QSV by GPU vendor. Force one with `nvenc`, `amf`,
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`qsv`, or `sw` (software).
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- `PUNKTFUNK_HOST_CMD` — the service runs `serve --gamestream` by default (native punktfunk/1 **plus**
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the GameStream/Moonlight-compat planes). Set it to `serve` for a **secure native-only** host with no
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GameStream surface (GameStream pairs over plain HTTP and uses weaker legacy encryption — trusted LAN
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only).
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Edit the file, then restart: `punktfunk-host service stop` / `punktfunk-host service start`. See the
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[Configuration reference](/docs/configuration) for every option.
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## How it works
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The host installs a **`LocalSystem` SCM service** that runs from Session 0 and launches a worker into
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the interactive session (`CreateProcessAsUserW`). That lets it **capture the secure desktop** (UAC
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prompts, the lock screen) and keep streaming across reboots with nobody logged in — the same model
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Sunshine and Apollo use. Service registration, firewall rules, and the supervisor all live in
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`punktfunk-host service install`; the installer just lays the exe down and calls it elevated.
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### One core, Windows backends
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Most of Punktfunk is platform-agnostic. `punktfunk-core` (protocol, FEC, crypto, session, transport,
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the C ABI), the QUIC control plane, the GameStream wire logic, the management API, and the per-frame
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pipeline orchestration are all shared with the Linux host. The Windows host is a set of
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`#[cfg(windows)]` backends behind the same traits the Linux host uses:
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| Subsystem | Linux backend | Windows backend |
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|---|---|---|
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| **Capture** | xdg ScreenCast portal → PipeWire (dmabuf) | **IDD direct-push** — the `pf-vdisplay` driver copies finished frames into a host-owned shared GPU texture ring that the host consumes in-process (no Desktop Duplication, no Windows.Graphics.Capture); FP16/10-bit when the desktop is HDR |
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| **Virtual display** | KWin / Mutter / Sway / gamescope | **pf-vdisplay** signed IDD — create a `WxH@Hz` monitor per session, capture it, tear it down |
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| **Encode** | NVENC (CUDA) / VAAPI (AMD·Intel) / software | **NVENC** (NVIDIA) · **AMF** (AMD) · **QSV** (Intel) · software H.264; HEVC Main10 / BT.2020 PQ for HDR |
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| **Input — mouse/keyboard** | libei / wlr protocols | **SendInput** (Win32 VK + absolute mouse) |
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| **Input — gamepads** | uinput Xbox 360 + UHID DualSense/DS4 | **UMDF** virtual pads — DualSense, DualShock 4, Xbox 360 (XUSB) + rumble |
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| **Audio capture** | PipeWire sink-monitor | **WASAPI loopback** |
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| **Virtual mic** | PipeWire `Audio/Source` | WASAPI virtual mic |
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The virtual display is **pf-vdisplay**, Punktfunk's own all-Rust **Indirect Display Driver (IDD)**. The
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host creates a shared GPU texture ring and the driver pushes finished frames straight into it — a real
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virtual display at the client's exact `WxH@Hz`, with no physical monitor and no dummy plug, captured
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in-process from Session 0 so the secure desktop streams too. There is **no** Desktop Duplication or
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Windows.Graphics.Capture path: IDD direct-push is the only capture path. The signed driver is bundled
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and staged by the installer and is **required** — without it the host can't create a session (there is
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no monitor-capture fallback).
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### HDR
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When your Windows desktop is in **HDR** mode, the host captures it as 10-bit, encodes **HEVC Main10 /
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BT.2020 PQ**, and the client auto-detects HDR from the stream. A small always-on **Vulkan layer**
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(bundled and registered by the installer) also lets **Vulkan games** enable HDR over the virtual
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display — something the NVIDIA/AMD drivers otherwise refuse on an indirect display. The layer is
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self-gating: it's a no-op on SDR and on real monitors. HDR is **Windows-only** (the Linux host is
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8-bit, blocked upstream).
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## Notes & limits
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- **AMD / Intel encode is newer.** The NVENC path is the most exercised; AMF (AMD) and QSV (Intel) are
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built and tested in CI but less battle-tested on real hardware. Software H.264 is the GPU-less
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fallback.
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- **x64-only.** No ARM64 build — no ARM64 NVIDIA driver, and the virtual-display driver is x64-only.
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- **Newer than the Linux host.** The Linux host is the most battle-tested path; the Windows host is
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more recent, with the virtual-mic and AMD/Intel encode backends the youngest pieces.
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Trouble? See [Troubleshooting](/docs/troubleshooting) and [Pairing](/docs/pairing).
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