From e07a89c869789d71ef2326e62a8451efc29cf91e Mon Sep 17 00:00:00 2001 From: BlackMark Date: Fri, 19 Jun 2026 15:08:07 +0200 Subject: [PATCH] docs: mark overlay-toggle + UI-generalize roadmap items done Co-Authored-By: Claude Opus 4.8 --- README.md | 17 ++++++++++++----- 1 file changed, 12 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index e551c73..9da7fd3 100644 --- a/README.md +++ b/README.md @@ -97,13 +97,20 @@ Producer-side capture is proven; these still need a human / full setup to confir ## Roadmap +Done: + +- **Usable overlay. ✅** F1 hides the whole overlay so the window is a clean + mirror for Remote Play Together; a fading hint shows the way back. The + pipelines keep running while hidden. +- **Generalized UI. ✅** A top menu bar carries a consolidated FPS / frame-time + (with jitter) readout and a **View** menu that toggles each panel and a global + **Debug details** switch. Panels default to general-purpose status (attached, + forwarding, controller polling rate, mirror resolution, audio source + buffered + ms) and reveal the verbose diagnostics (per-slot poll table, focus-API counts, + input-path detection, per-render-stream table) only when Debug details is on. + Future work, roughly in priority order: -- **Make the tool usable, not just demonstrable:** toggle the debug overlay - on/off so the mirror window can be used clean. -- **Generalize the UI:** rework the panels from bug-specific debug readouts into - general-purpose status, and add broader debug info (latency, frame timing, - per-channel stats). - **Present-hook video path:** capture the game's frames by hooking `IDXGISwapChain::Present` in the injected DLL and sharing the backbuffer via a shared D3D11 texture, as a lower-latency / more stable alternative to WGC.