Five pages asserted "gamescope's capture output is 8-bit" as a flat fact. It is a fact about the STOCK binary, so say that instead, and say what to install to change it: a new "HDR on gamescope" section covering the extra package, the two knobs, what has to line up for a session to go HDR at all, and the two things that surprise people — SDR content rides the same PQ stream at `--hdr-sdr-content-nits`, and AMD/Intel HDR sessions currently lose the composited pointer (the encode path that carries 10-bit is the one that cannot blend it). The roadmap's "parked / blocked" entry keeps the half that is still blocked (Mutter's `RecordVirtual` is SDR-only through the GNOME 51 dev branch) and drops the half that no longer is.
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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 · AMD · Intel) | ✅ beta |
| Apple client (macOS · iOS · iPadOS · tvOS) | ✅ |
| Linux client (GTK4 shell + Vulkan session) | ✅ |
| 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 (GNOME 50+ desktop mirror; virtual displays blocked upstream) |
| Surround audio (5.1 / 7.1) | ✅ |
| 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 (x64; NVIDIA/AMD/Intel encode) — 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, an in-app network speed test that informs the bitrate picker, and automatic adaptive bitrate (the encoder re-targets mid-stream when bitrate is set to Automatic).
- Surround sound — 5.1 and 7.1 end to end: the host encodes multichannel via multistream Opus and the native clients render more than two channels, with clean, synchronous stereo where the path is stereo.
- Clipboard sync — bidirectional text and images between host and client, carried on a side plane over the native protocol's QUIC channel.
🟡 In progress
- Windows client on-glass validation. Hardware decode and the GUI are validated on NVIDIA and Intel; the HDR present path still needs verification on real HDR hardware.
- Apple presenter polish. The lower-latency
VTDecompressionSession→CAMetalLayerstage-2 path is now the default; HDR brightness and 4:4:4 still need on-glass validation. - Web console parity. Surfacing the speed test and bitrate picker the apps already have.
- Windows host hardening. Broader real-world testing — especially on-glass validation of the AMD (AMF) and Intel (QSV) encode paths, which are CI-green but newer than NVENC.
🔭 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.
- Object-based spatial audio. With 5.1/7.1 surround shipped, the frontier is object-based sound.
Capturing game audio objects on native Windows is blocked by a closed renderer API, but Proton
already routes them 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 spatial audio (to AirPods and the like) 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.
- WAN / anywhere access. Reach a host beyond the LAN — NAT traversal (ICE/STUN/TURN) plus a self-hostable relay for when no direct path can be punched, and QUIC connection migration so a client roams between networks (Wi-Fi ↔ cellular) without dropping the session. The control plane is already QUIC over UDP, so this is mostly signalling and relay rather than a protocol change.
- VRR / adaptive-sync passthrough. Variable refresh end to end — the host renders at a variable rate and the client presents with tearing-control/VRR instead of a fixed cadence, for tear- and judder-free gaming. Builds on the client's presentation-feedback path and the per-session virtual outputs.
- Desktop quality-of-life. More of the essentials that make remote work pleasant, each a new side plane over the existing QUIC datagram channel: multi-monitor streaming (present the host's several outputs as separate client windows) and virtual-webcam redirection (the client's camera shows up as a webcam on the host, so video calls run on the remote machine). (Clipboard sync already shipped — see above.)
⛔ Parked / blocked
- HDR / 10-bit on the Linux host — Mutter/KWin/wlroots virtual displays. GNOME 50 added HDR
screencasting for monitor streams, and the host uses it: the GameStream desktop mirror
(
PUNKTFUNK_VIDEO_SOURCE=portal) negotiates the 10-bit PQ formats and encodes HEVC Main10 BT.2020 PQ. The gamescope virtual output is no longer blocked either — thepunktfunk-gamescopebuild carries the small patch its capture node was missing, soPUNKTFUNK_GAMESCOPE_HDR=1streams true HDR10 (on-glass validation pending; the patch is offered upstream as gamescope#2126). What stays blocked upstream is HDR on Mutter's virtual monitors —RecordVirtualstreams are still SDR-only (through the GNOME 51 dev branch) — so a GNOME/KWin/wlroots virtual display streams 8-bit until that lands; the host is ready the moment it 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.