Six parallel audits swept the root docs, docs-site, every per-directory README, and the packaging docs; every claim below was verified against the source before editing. - README: Layout gains the six missing crates (pf-client-core, pf-presenter, pf-console-ui, pf-ffvk, pf-driver-proto, punktfunk-tray), clients/session, api/ and ci/; Linux/Windows client rows reflect the shell + Vulkan-session split and the Vulkan Video -> VAAPI/D3D11VA -> software decode chains; the "every client over a C ABI" claim is corrected (Rust clients link the core directly); tiered stats overlay + console shell noted; Apple row mentions AV1. - CONTRIBUTING: drop the dead CLAUDE.md link (deliberately untracked); point at the README's build/invariants sections. SECURITY: 0.9.0. - host-cli/pairing: --allow-pairing/--require-pairing are no-op legacy names — pairing is required by default, --allow-tofu is the real flag; document --data-port and --idle-timeout-ms. - configuration: document PUNKTFUNK_RECOVER_SESSION_CMD (session-crash recovery hook), PUNKTFUNK_MDNS, PUNKTFUNK_DATA_PORT. - virtual-displays/gnome: GNOME per-client scaling shipped (host- persisted) — flip the ❌ to ✅ and describe how it works. - stats: new "Detail levels" section (Off/Compact/Normal/Detailed + per-platform cycle gestures); retire the GTK hand-off note. - clients/install-client/status/roadmap: decode chains, Windows client validation narrowed to HDR-only pending, adaptive bitrate, console shell, Apple AV1, Windows host vendor list. - Sub-READMEs: clients/linux rewritten for the re-architecture; session Windows decode rung + d3d11va knob; Windows tiered overlay; Android minSdk 28; decky file table; host zerocopy/ path; scripts port 47992 and steamos-host.md; pf-dualsense source path. - packaging: canary version bases are tag-derived (<next-minor> via pf-version.sh/.ps1), codecs-extra not ffmpeg-full, document the pinned offline-Skia tarball + SKIA_BINARIES_URL and vulkan-headers. - Convert 15 dangling design/*.md links to the punktfunk-planning prose convention (those docs live in the private planning repo). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
9.1 KiB
title, description
| title | description |
|---|---|
| Understanding the Stats Overlay | What every number in the punktfunk stats HUD means, and how to compare them fairly with Moonlight/Sunshine. |
Every punktfunk client has an in-stream stats overlay. All clients use the same vocabulary, the same measurement points, and the same math, so a number on your phone means exactly what the same number means on your desktop.
The four measurement points
Every latency figure is the time between two of these four points in a video frame's life:
- capture — the host grabs the frame from the (virtual) display. Stamped on the host's clock and carried with the frame.
- received — your client has fully received and reassembled the frame from the network (after any FEC recovery), before decoding.
- decoded — the video decoder has produced the picture.
- displayed — the picture is handed to the screen (as close to "photons" as the platform lets us measure).
Detail levels
The overlay has four levels — Off → Compact → Normal → Detailed — that you cycle live in-stream:
| Platform | Cycle with |
|---|---|
| Linux · Windows · Steam Deck | Ctrl+Alt+Shift+S |
| macOS / iPad (pointer or trackpad) | ⌃⌥⇧S or a three-finger tap |
| Android · iPhone | a three-finger tap |
Compact is a one-line pill (fps · end-to-end ms · Mb/s, plus a loss flag when frames are being lost). Normal adds the stream line and the p50/p95 headline. Detailed adds the decoder path, HDR tag, and the per-stage breakdown. You can also set the level a stream starts at in each client's Settings. The example below is the Detailed view.
Reading the overlay
1920×1080@120 · 119 fps · 38.2 Mb/s · HEVC 10-bit HDR · GPU decode
end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass
= host 3.1 + network 6.7 + decode 2.1 + display 2.3
lost 3 (0.1%) · skipped 1 · FEC 12
-
Line 1 — the stream. Resolution@refresh, frames received per second, and the received video bitrate (goodput — FEC overhead not counted), plus codec details.
-
Line 2 — the headline.
end-to-endis the directly measured time from host capture to the endpoint named at the end of the line (capture→on-glasshere).p50= the typical frame (median),p95= the slow outliers. This is the one number that summarizes your stream. -
Line 3 — where the time goes. The stages tile the end-to-end interval — each starts where the previous one ends, so they add up to the headline:
host— capture → sent: the host's own share (capture read, encode, error coding, the paced send), reported by the host itself once per frame.network— sent → received: the network flight plus reassembly on your device.decode— received → decoded, on your device.display— decoded → displayed: waiting for the right screen refresh, rendering, and vsync.
Against an older host that doesn't report its share yet, the first two terms merge into a single
host+networknumber — same total, one split fewer.(Stage values are per-stage medians, so they sum only approximately to the headline median — percentiles aren't perfectly additive. The headline is measured directly, never computed as a sum.)
-
Line 4 — reliability (only shown when something is nonzero).
lost= frames the network dropped beyond FEC's ability to recover;skipped= frames your client chose not to display because a newer one had already arrived;FEC= packet shards the error correction recovered this second (loss that you didn't feel).
All values refresh once per second over the last second of frames.
Clocks, and the (same-host clock) tag
end-to-end and host+network span two machines, so they need the two clocks to
agree: at connect, the client runs an NTP-style handshake with the host and corrects
for the measured clock offset. If that handshake wasn't possible, the overlay appends
(same-host clock) — the numbers are then only trustworthy when client and host
run on the same machine. decode and display are single-machine measurements and
are always exact.
What each platform can measure
Not every platform exposes a true "displayed" instant, so the headline's endpoint is always spelled out rather than pretending:
| client | headline | why |
|---|---|---|
| Windows, macOS/iOS (Metal presenter), Linux | capture→on-glass / capture→displayed |
present instant available (on Linux/Windows, measured right after the Vulkan swapchain present) |
| Android | capture→displayed |
MediaCodec's per-frame render callback reports SurfaceFlinger's render timestamp; on the rare window where no callback is delivered (the platform may drop them under load) the HUD falls back to capture→decoded |
| macOS/iOS fallback presenter | capture→received |
the system video layer hides decode and present timing entirely |
A shorter chain means the number is smaller because it measures less — check the endpoint before comparing two devices.
Comparing with Moonlight / Sunshine
Moonlight's overlay and punktfunk's measure different slices of the pipeline, and the single biggest difference is:
Moonlight has no end-to-end number. Its overlay shows separate client-side segments (decode time, queue delay, render time) and — on Sunshine hosts — a host-side number. Nothing in Moonlight measures capture-to-glass, and nothing measures the network flight of video frames. punktfunk's
end-to-endline has no Moonlight counterpart — never compare it against any single Moonlight line.
To compare fairly, reconstruct an approximate end-to-end from Moonlight's lines:
Moonlight ≈ host processing latency (avg)
+ ½ × average network latency
+ average decoding time
+ average frame queue delay
+ average rendering time
…and compare that against punktfunk's end-to-end. (It's still approximate:
Moonlight's segments are averages over a slightly different window, and the ½·RTT term
stands in for a one-way frame flight that Moonlight doesn't measure.)
Line-by-line matrix
| Moonlight overlay line | What it actually measures | punktfunk equivalent | Comparable? |
|---|---|---|---|
Video stream: WxH FPS |
Received plus inferred-lost frames/s (host-rate estimate from frame sequence gaps) | fps (line 1) |
≈ equal when loss is near zero; punktfunk counts received frames only |
Incoming frame rate from network |
Frames reassembled from the network per second | fps (line 1) |
Yes — direct |
Decoding frame rate (desktop only) |
Frames leaving the decoder per second | not shown separately (equals fps unless the decoder is falling behind) |
— |
Rendering frame rate (desktop only) |
Frames actually presented per second | fps minus skipped |
Approximately |
Host processing latency min/max/avg (Sunshine hosts) |
Host capture → just-before-send, reported by Sunshine per frame | host (line 3) — the host reports capture→fully-sent per frame the same way |
Yes — direct (punktfunk's includes the paced send itself, Sunshine's stops just before it; avg vs p50) |
Frames dropped by your network connection |
Frame-sequence gaps ÷ total frames | lost (line 4) |
Yes — direct |
Frames dropped due to network jitter |
Decoded frames the client's pacer chose to drop ÷ decoded frames | skipped (line 4) |
Approximately (both are client-side pacing decisions, despite Moonlight's name) |
Average network latency |
The control connection's round-trip time (ENet RTT + variance) — not video frame latency | network (line 3) is the closest concept, but it's the actual one-way frame path (flight + reassembly), not an RTT |
No direct comparison. Roughly, punktfunk's network ≈ ½ × an idle RTT plus serialization time of the frame |
Average decoding time |
Mean time from decoder enqueue to picture out | decode (p50) |
Yes (mean vs median; both include decoder queueing) |
Average frame queue delay |
Mean time a decoded frame waits for its vsync slot | inside display |
Sum the two Moonlight lines → |
Average rendering time (incl. V-sync latency) |
Mean duration of the present call | inside display |
…and compare against punktfunk's display |
| (no equivalent) | — | end-to-end — true capture→glass, clock-skew-corrected across machines |
punktfunk only |
| (no equivalent) | — | FEC recovered shards (loss absorbed invisibly) |
punktfunk only |
Other differences worth knowing when squinting at both overlays side by side:
- Averages vs percentiles. Moonlight's time values are means; punktfunk shows medians (p50) with a p95 for the headline. Under jitter, a mean sits above the median — Moonlight's numbers read slightly "worse" than an equivalent p50.
- Windows. Both refresh about once per second; Moonlight over a ~1–2 s sliding window, punktfunk over the last full second.
- Host frame rate. Moonlight's headline FPS estimates what the host produced (received + lost). punktfunk shows what your client actually received, and reports loss separately.