Run a Punktfunk host on SteamOS — stream its Game Mode (or desktop) to your other devices. One script, built on-device and ABI-matched to SteamOS.
This is for using a SteamOS device as the host — streaming from it to a laptop, TV, phone, or
another device. (For the usual case — streaming to a Steam Deck — see Install a Client,
which uses the Flatpak + Decky plugin.)
We support SteamOS as a host mainly with an eye to the upcoming Steam Machine — a living-room,
desktop-class SteamOS box is a natural always-on streaming host. The Steam Deck is the SteamOS
device we can test on today, so it's what these instructions are validated against; the same
on-device build works on any SteamOS 3 system.
New here? Read Security & Safe Use first — a streaming host is remote control of
the machine, so keep it on a trusted LAN or VPN and require pairing.
SteamOS is an immutable, read-only Arch base, so the host isn't a system package. Instead a single
script builds the host natively inside a Debian-trixie distrobox (ABI-matched to SteamOS's
FFmpeg/glibc — the binary then runs natively on SteamOS) and wires it up as systemd user services.
Building on-device means a rebuild always matches the running OS, so a SteamOS update can't leave you
with a binary linked against the wrong libraries. Encode is auto-detected: Vulkan Video on the
Deck's AMD GPU (with libav VAAPI as the fallback), NVENC on NVIDIA. The installer writes
RADV_PERFTEST=video_encode into ~/.config/punktfunk/host.env — Van Gogh's RADV driver hides
Vulkan encode behind that flag, and without it sessions quietly fall back to VAAPI. Set
PUNKTFUNK_VULKAN_ENCODE=0 in host.env to force the libav VAAPI path.
Heads up: in our testing the Steam Deck's WiFi tx topped out around ~250 Mbps of goodput
regardless of band — enough for 1080p/1440p60, not 4K. This looked like a hardware/driver
packet-rate limit rather than a bandwidth ceiling, but it's one device measured on one network:
other SteamOS hardware, newer drivers, or a less congested band may do better. A wired dock
sidesteps it entirely. See Configuration for bitrate guidance.
A SteamOS device on SteamOS 3 (e.g. a Steam Deck, LCD or OLED). Steady WiFi or, better, a wired dock.
A sudo password. A stock SteamOS deck account has none at all, so sudo can't work
until you set one. Do it once, before you start:
passwd
Without it the installer runs, but skips every root step: gamepad passthrough, vhci-hcd, the
UDP buffer tuning, the atomic-update keep list and linger.
Run the installer on a real terminal — Konsole in Desktop Mode, or ssh -t. A
non-interactive ssh session has no TTY for the sudo prompt, and the same steps get skipped.
distrobox installed (no root needed). If distrobox isn't found:
curl -sfL https://raw.githubusercontent.com/89luca89/distrobox/main/install | sh -s -- --prefix ~/.local
Make sure ~/.local/bin is on your PATH (re-open the terminal).
The first build downloads a container image + toolchain (~1 GB) and takes ~10–15 minutes, then
another ~5–10 minutes for the HDR gamescope build (a second set of dependencies plus a fresh
gamescope clone). Budget around 25 minutes for a first install. Later rebuilds are incremental,
and the gamescope step is a no-op unless its sources changed.
It is idempotent — safe to re-run. In one pass it:
creates the pf2 Debian-trixie distrobox and installs the build toolchain,
builds punktfunk-host, the web console, and the plugin/script runner (so the console's
plugin store works out of the box — the runner service itself stays opt-in),
writes config to ~/.config/punktfunk/ (a generated web-console login password),
raises the UDP socket buffers to 32 MB, installs the gamepad udev rule + the vhci-hcd autoload
and adds you to the input group (virtual gamepads) and the punktfunk group (the usbip
nodes native Steam Deck controller passthrough attaches through — creating that group if it
does not exist yet), seeds the KDE RemoteDesktop grant for Desktop-mode input, and registers all of it on SteamOS's
atomic-update keep list so OS updates carry it over — the installer asks for your sudo
password first, before the long build, so you can authorise once and walk away,
installs + starts the punktfunk-host and punktfunk-websystemd user services (with linger,
so they run without a login session) plus a boot-time rebuild check that repairs the host
automatically if a SteamOS update ever breaks its library links.
Useful flags:
Flag
Effect
--open
Accept unpaired clients (trust-on-first-use) — convenient on a fully trusted LAN. Default is PIN pairing required.
--no-gamestream
Run a secure native-only host — skip the GameStream/Moonlight-compat planes (see below). Default keeps them on so stock Moonlight works.
--no-web
Skip the management web console.
--src=DIR
Build from source at DIR instead of ~/punktfunk. Only if you must — the post-OS-update rebuild check and the web console's one-click update both look for ~/punktfunk/scripts/steamdeck/update.sh, so with a relocated source you have to update by hand: PUNKTFUNK_SRC=DIR bash DIR/scripts/steamdeck/update.sh --pull (without PUNKTFUNK_SRC the script still looks for ~/punktfunk). A symlink (ln -s DIR ~/punktfunk) restores both.
When it finishes it prints the web-console URL and how to pair.
GameStream/Moonlight compat is on by default. The native punktfunk/1 plane (used by
Punktfunk's own clients — SPAKE2 PIN pairing, per-direction AEAD) is always on and is the secure
path. The installer also enables the GameStream/Moonlight-compat planes so stock
Moonlight works — but those carry inherent on-path weaknesses (pairing over plain
HTTP; legacy control encryption that can reuse GCM nonces), so enable them only on a trusted LAN.
If you only ever use native clients, install with --no-gamestream for a host with no GameStream
surface at all.
First install — reboot once before streaming. KWin only authorizes Desktop-mode screen capture
on a fresh session, and the new input and punktfunk groups (native Steam Deck controller
passthrough) only take
effect on a new login — so after the first install, reboot the Deck (a re-run that changes
nothing doesn't need it). Streaming Game Mode with a generic Xbox pad works right away; Desktop
capture and the native Steam Deck controller need the reboot. If a client connects and every
session ends with KWin does not expose zkde_screencast_unstable_v1 or the pad shows up as an Xbox
360 controller, you haven't rebooted yet.
By default the host requires PIN pairing (secure). Two ways to pair:
Web console (printed at the end of step 2): open https://<device-ip>:47992 (self-signed host
cert — your browser warns once; trust it and continue),
arm pairing, and enter the PIN on your client.
From the client directly: pick this host (it advertises over mDNS as _punktfunk._udp) and
enter the PIN the host shows.
On a trusted home LAN you can instead install with --open and skip pairing entirely.
The installer generates a random console login password (printed at the end of step 2) and writes it
to ~/.config/punktfunk/web.env. To read it back or set your own, see
The Web Console.
Installed before 0.25.0? Rotate that password once. Older versions of the script created
web.env at the account's default umask, so the console password and session secret sat on disk
world-readable — any local account could read them. Re-running install.sh or update.sh now
tightens the file to 0600 and tells you it did, but a chmod cannot un-leak a secret that was
already readable. Change PUNKTFUNK_UI_PASSWORD in ~/.config/punktfunk/web.env, then
systemctl --user restart punktfunk-web.
systemctl --user status punktfunk-host # active (running)journalctl --user -u punktfunk-host -f # watch a client connect
Connect from a native client, or from Moonlight (unless you
installed with --no-gamestream). In Game Mode the host attaches to the running gamescope session and
streams it at your client's resolution; in Desktop Mode it streams the KDE desktop. The host
auto-detects which session is live per connection. See Steam / gamescope for the
attach-vs-managed detail and known limits.
The installer also builds punktfunk-gamescope — gamescope plus the small patch that adds the
10-bit PQ formats to its capture node (see HDR on gamescope) —
and points the host at it. Nothing to configure: with it in place, a 10-bit-capable client with
HDR enabled streams true HDR10 from Game Mode; anything missing and the session streams 8-bit SDR
instead (never a mislabelled picture). Check what the host resolved with:
( set -a; . ~/.config/punktfunk/host.env; set +a ~/punktfunk/target-steamos/release/punktfunk-host hdr-probe )
Run it exactly like this — the probe reads its answers from the environment, and host.env is what
the service runs with (including which gamescope the host uses). A bare shell doesn't have it, so
the probe would describe an environment your host never runs in.
The build is best-effort: if it fails, the installer says so loudly and everything else keeps
working in SDR — re-run update.sh to retry. PUNKTFUNK_GAMESCOPE_HDR=0 in
~/.config/punktfunk/host.env forces SDR deliberately.
From the web console (easiest). The Updates card shows an Update now button — no opt-in and
no root, because this install is owned by your own user. It asks for the console password, then
rebuilds on the device, so expect several minutes; the card shows progress and the full log lands in
~/.config/punktfunk/logs/update-steamos.log. See Updating.
From a terminal. One command — --pull fetches the new source first:
Drop --pull if you rsync source in yourself. update.sh also retrofits anything a newer installer
adds — the plugin runner, the HDR gamescope, the atomic-update keep list, the rebuild check, the
punktfunk group, and the 0600/0700 permissions on ~/.config/punktfunk — onto an older
install. You do not need to run the group or firewall commands from the release notes by hand on
a Deck: the group is the script's job, and stock SteamOS runs no firewall for the port note to apply
to. Rotating the console password after a pre-0.25.0 install is the one thing still on you (above).
This install follows the canary channel. An on-device source build tracks main, not stable
vX.Y.Z releases, so the console offers you the newest main build. See
Release Channels.
Because this is a source build, "roll back" means "check out an older commit and rebuild":
git -C ~/punktfunk checkout v0.22.3 # any release tagbash ~/punktfunk/scripts/steamdeck/update.sh
That leaves the checkout on a detached tag, where git pull has no branch to fast-forward — so a
later update.sh --pull, and the console's Update now button (which runs exactly that), stops
with "You are not currently on a branch." Run git -C ~/punktfunk checkout main first when you
want to follow main again.
There is no uninstall script — the install is spread across your user session and a few root-owned
files, so remove it in that order. Stop and forget the services first:
systemctl --user disable --now punktfunk-host punktfunk-web \ punktfunk-scripting punktfunk-rebuild-checkrm -f ~/.config/systemd/user/punktfunk-*.servicesystemctl --user daemon-reloadsudo loginctl disable-linger "$USER" # only if nothing else on this device needs linger
Then the build container and everything the installer put under your home:
distrobox rm -f pf2 # the build container (~1 GB)rm -f ~/.local/bin/punktfunk-scripting ~/.local/bin/punktfunk-gamescoperm -rf ~/.local/lib/punktfunk-scripting ~/.local/share/punktfunk-scriptingrm -f ~/.local/share/punktfunk/gamescope.stamprm -f ~/.local/share/applications/io.unom.Punktfunk.Host.desktoprm -rf ~/punktfunk # the source checkout and its target-steamos build dir
The build container shares your real home directory, so the toolchains it installed are in there
too: ~/.cargo, ~/.rustup and ~/.bun (plus the cargo download cache). Delete those only if
nothing else of yours uses Rust or bun.
Then the root-owned tuning. Don't skip this: the keep-list entry is what carries the other three
files through every SteamOS update, so left alone they stay on the device indefinitely.
Two things are deliberately left alone. ~/.config/punktfunk/ holds your identity certificate,
paired devices and the console password — delete it only if you're not coming back:
rm -rf ~/.config/punktfunk
And the installer may have seeded a KDE RemoteDesktop portal grant at
~/.local/share/flatpak/db/kde-authorized (only if you had none); remove that file if nothing
else on the device relies on it. Your input group membership is harmless to keep — drop it with
sudo gpasswd -d "$USER" input if you'd rather not. The punktfunk group is worth actually
dropping once the host is gone, because it can present emulated USB hardware and nothing else uses
it: sudo gpasswd -d "$USER" punktfunk.
See Uninstalling for the other install methods and what each one leaves behind.
Single session at a time at custom resolutions — two clients requesting different modes will
thrash the managed session. Pick one mode per session.
Keep the device awake. On handhelds, Game Mode auto-suspends on idle, which drops the host off
the network mid stream — disable auto-suspend (Settings → Power) for a headless host.
Native Steam Deck controller passthrough presents the client's pad as a real Steam Deck
controller (paddles, trackpads, gyro) via a virtual USB device — that needs the inputand
punktfunk groups and the
vhci-hcd module live, so it only works after the first-install reboot above; until then the pad
degrades to a generic Xbox 360 controller (still fully playable). The second group is separate on
purpose: it can present arbitrary emulated USB hardware, which is why it is not folded into the
input group every gamepad guide tells you to join. Check both with id -nG, and check the nodes
themselves with ls -l /sys/devices/platform/vhci_hcd.0/attach — group punktfunk, mode 0660.
If you're streaming to another
Steam Deck, also set Steam Input to Off for Punktfunk on that Deck — see
Stream to a Steam Deck.
It survives OS updates — automatically. SteamOS A/B updates rebuild /etc and can move
library versions; the installer defends both sides. The system tuning (gamepad udev rule,
vhci-hcd, UDP buffers) is registered on SteamOS's own atomic-update keep list
(/etc/atomic-update.conf.d/), so updates carry it over; and a boot-time check
(punktfunk-rebuild-check) probes the host binary and re-runs the build only if the new OS
actually broke its library links — you should never need to intervene. (Re-running update.sh
by hand still works and is harmless.)