Each of these is a part of the client that has enough behind it to be worth a page rather than a paragraph, and each is something a README, an issue or a search result can link straight at. They say how the thing is built and what it refused to do, which is the half a feature list leaves out.
WPF's image path refuses anything wider than eight bits per channel, so the video is composed beside the window instead: libplacebo into a shared Direct3D 11 texture, and DirectComposition with the overlay above the plane.
Read the page →Directional focus on every screen as an attached property, SDL device and binding strings read on the thread that owns them, and a mapping screen that captures the press you meant on any pad SDL can map, an Xbox controller included.
Read the page →Discovered, manual and hidden consoles in one list; registration dialogs that keep the rules of each console generation apart; and a settings screen that stores what it always stored.
Read the page →Receive, reorder dwell, reassemble, error correction and decoder send-to-pull are timed per session, alongside a latency floor and the configuration that produced them.
Read the page →Registered consoles, manual and hidden hosts, controller mappings and the PSN token are read from the existing store, resolved against the Windows profile you are actually signed into.
Read the page →