- Underclocked2.png (99.91 KiB) Viewed 68088 times
So I did something interesting today to confirm where I stand on Android support. Currently, I have seen the Javascript based version run at anywhere from ~2Mhz to 7Mhz highly dependent upon local settings and desktop processor speed. 7Mhz requires newer i7 processors. For Android, I have spent the last month or so aggressively trying to implement and optimize a native build. Alas for all my effort I can only pull out about 4Mhz using a combination of C++ paired with a Java based UI. The UI updates cost me about a Mhz, but even without I am sadly still unable to approach ~16Mhz.
To confirm my emulated clock speed I decided to underclock my Gamebuino. After doing so, the look and feel of code running on my Nexus 5 is actually surprisingly accurate. This leads me to push the project in a new direction. I feel like I can reasonably emulate some wearable projects(typically ~8Mhz or less), so I plan to focus in that direction for awhile. I will keep testing on new Android device generations to gauge processor upgrades, but honestly I have not seen amazing gains from a 2010 era device to my Nexus 5.
For now, awesomely accurate web based or Android based Gamebuino just isn't possible with the infrastructure I have built, but I find it likely I can do good elsewhere. I'd like to thank everyone for their appreciation. I won't be dropping Gamebuino support, just adjusting focus. If you have questions, concerns, or feel the need to contribute to the source in some way, I'll still be here.
Blake