Why local processing is a deliberate choice
With Gungnirdarts, every throw is processed within a fraction of a second,without a single image or result ever being sent to a server somewhere else. That's not an incidental technical detail — it's a deliberate choice, and it might be the clearest difference from part of the competition.
What "local" actually means
With Gungnirdarts, all image processing — from recognizing an incoming
dart to calculating the exact score — happens on the device itself. The
connection to the Gungnirdarts app on your phone or tablet runs over
Bluetooth, not Wi-Fi or the internet. That means:
- You can play without an internet connection, even if your home Wi-Fi is down.
- No subscription is needed to use the full set of features.
- No camera images from your playing room are ever sent to an external cloud for processing.
Online play still works, by the way
Processing the throw itself locally doesn't rule out online functionality.
The Gungnirdarts app still offers online matches, whether random
matchmaking or private games with friends — that just happens at the app level (where you'd want to communicate with other people anyway), not at the level of dart detection itself. So the real distinction isn't "local versus online play" — it's "local detection versus cloud-dependent detection."
The trade-off
For some players this makes little difference — a stable home internet
connection is the norm for most people, and a subscription of a few euros a month is a small fraction of the overall cost. For others, it's a
matter of principle: a system that works fully without internet, without
camera images ever leaving your house, and without recurring costs for
something that can function perfectly well on its own locally. At
Gungnirdarts, that has been the deliberate starting point ever since the
very first DIY design built around a Raspberry Pi.