I was asking the flutter app to act as a bluetooth mesh hub and it started dropping packets when the (external) simulator got to 5000 devices, when the same algorithm in C++ running on a pi 2020 (which is much weaker than the A17!) managed the full 16000 theoretically possible. The profiler (which… opened in a web browser?) tracked it back to most of the time being spent in averaging and rolling encryption, it wasn’t bluetooth-locked.
Developing was also frustrating, with Android Studio simply being unable to signal compilation errors, and many issues only showing up on one phone or another. The zeroconf libraries have different methods, but this could not be detected until runtime on either device. The device I wasn’t actively testing on frequently had some regression in sensors, bluetooth, or even UI.
It did display an animation OK, so no fault there I suppose.
Flutter does 120fps with ease I’m also confused what you’re talking about there too