Wanjohi f0e65b9738 fix(nesdoctor): bloat was measured against the median, and could grade a bad line A
Found by running the published one-liner, which is the only reason it was
found: `up=34Mbps rtt=188ms rttload=181ms bloat=+0ms grade=A` on a connection
that measured +115 ms and grade F three hours earlier.

The idle baseline was the median of twelve handshakes to one anycast address.
On the development connection those twelve came back **bimodal**:

    [56, 56, 57, 59, 60, 176, 177, 179, 179, 179, 182, 368]
    min 56   p50 177   max 368   spread 312 ms on an *idle* link

Two points of presence answering. The median therefore lands wherever the split
happens to fall, and when it lands high the loaded median comes in *below* it,
the difference goes negative, `.max(0.0)` clamps it to zero, and the headline
number reports grade A.

That is the one error direction that cannot be tolerated here. A tool whose
whole pitch is a number nobody else shows you has no business saying "your line
is fine" about a line that is not.

Bloat is now measured against the **minimum**. Queueing is delay above the
floor the path can achieve, so the floor is the baseline -- which is also how
every bufferbloat test does it. Twenty samples rather than twelve.

The distance verdict deliberately keeps the **median**, because it asks a
different question. Bloat asks how much queueing is added, so its baseline is
the best case. HOST-READY-LOCAL asks what a player will actually see, so it
takes the typical case: on a link that is bimodal between 56 ms and 180 ms, the
floor would call it near when half of all connections are not.

Both are now reported, and the gap between them is itself the finding -- a
floor of 55 ms against a typical of 180 ms says the route is the problem, which
no single number could have said.

Verified on the same connection: floor 55, typical 180, loaded 95, **+39 ms,
grade C**, verdict HOST-NET. Defensible, and no longer flattering.

Version to 0.1.1. Submissions carry it, so any row with `v=0.1.0` has a grade
that cannot be trusted.
2026-09-02 13:34:00 +03:00
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Nestri logo

Run your games on a GPU you don't own — or one you do. Nestri puts an interactive workload in a hardware-accelerated virtual machine and streams it to you over QUIC, at a latency that lets you play rather than watch.

Note

This repository is mid-rewrite, and the documentation is behind the code. The guest-side components arrived recently and their docs are thin. Nothing here is stable yet: expect directories to move and interfaces to change. Proper documentation is on the way — issues and questions are welcome in the meantime, and are genuinely useful for deciding what to write first.

What is here

Two halves that meet over the network and share very little else.

The control plane — TypeScript, on Cloudflare Workers

apps/api The public REST API. Identity, teams, machines, games, pairing.
apps/auth A self-hosted OpenAuth issuer — Steam and SSH-key login.
packages/core The domain: every table, every operation, no HTTP.
packages/auth Shared auth types and subjects.

Postgres for state, Alchemy for infrastructure. See docs/alchemy.md.

The guest — Rust, inside the box

These run inside a virtual machine, beside the game. None of them talk to the control plane.

apps/nescope A headless Wayland compositor for one fullscreen client. A lighter answer to the same problem gamescope solves.
apps/nescapture A Vulkan implicit layer. It captures frames from inside the workload's own process and encodes them on the GPU that drew them — no copy out to the CPU and back.
apps/neswire Audio capture and transport.
apps/neshub One connection out of the box. Muxes video, audio, cursor and input into a single QUIC stream to the client.
crates/nesprotocol The wire types they all share, so no two ends can drift apart silently.

The hypervisor these run under is nesbox, a separate repository: a micro-VM with a real GPU in it, using virtio-gpu native context rather than passthrough, so one card can host several boxes at once.

Why a virtual machine

A container shares the host kernel, which makes strong isolation hard and a GPU harder. A micro-VM boots in about as long, isolates properly, and — with native context — gets close to bare-metal graphics. That choice is what makes "many sandboxes, one GPU" possible instead of one tenant per card.

Getting started

bun install
bun dev                      # control plane, local Cloudflare runtime

cargo build --workspace      # guest components
cargo test --workspace

The Rust components expect a Linux host with a Wayland-capable GPU stack. They are not much use on their own yet — they are pieces of a box, and the thing that assembles a box is not open yet.

Status

Working: the API, auth, the domain model, and the guest components listed above.

Not here yet: the box lifecycle, storage, the edge, and the client. Some of that will open as it is written; some is deliberately closed. What decides which is whether it handles your data — that half is open on principle — or decides our capacity, which is the part we sell.

Contributing

Early, and the ground moves. The most useful contribution right now is telling us where the documentation failed you. Conventional commits; explain why in the body.

Licence

Apache 2.0.

Description
[Experimental] Open-source GeForce NOW alternative with Stadia's social features
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