I start the loop
function gameLoop(){
update();
draw();
requestAnimFrame(gameLoop);
}
var requestAnimFrame = window.requestAnimationFrame ||
requestAnimationFrame will run with the maximum achievable frame rate (up to 60 fps). This is because it will always give you the next animation frame.
The parameter you adjusted is only for the polyfill, which will be active if your browser has no implementation of requestAnimationFrame.
If you want to try painting at one second for testing purposes, try setInterval instead.