Practical experience with developing native cross platform applications in my experiece strongly aligns with geekbench results.
Cross platform as in most CPU intensive code is in C++ that is exactly shared between both, only trivial but obviously needed differences in input handling. And for Android the renderer is Vulkan and for iOS it’s metal, both essentially identical in how features are used.
Some super high end Android phones come close in some cases, but on average iOS devices wipe the floor with Android ones.
I want to emphasize that on top of Android HW being slower on average it is also hampered by the decision to use Java. Some api’s are Java only requiring JNI, which is slow, to access. Another issue is GC pauses, they are small but can result in skipped frame here and there, making the experience subtly worse.
Cross platform as in most CPU intensive code is in C++ that is exactly shared between both, only trivial but obviously needed differences in input handling. And for Android the renderer is Vulkan and for iOS it’s metal, both essentially identical in how features are used.
Some super high end Android phones come close in some cases, but on average iOS devices wipe the floor with Android ones.
I want to emphasize that on top of Android HW being slower on average it is also hampered by the decision to use Java. Some api’s are Java only requiring JNI, which is slow, to access. Another issue is GC pauses, they are small but can result in skipped frame here and there, making the experience subtly worse.