No surprise. With a simple raytracing shader (i.e. not-optimized, with massive dynamic branching and arithmetic operations), iPhone 5 easily achieved 26.5 fps, while iPhone 4 could only have 2.2 fps.
The test scene was simple. There was a red sphere, and a green triangle in front of it. A point of light was rotating around the sphere, lighting both objects, and cast shadow on the sphere.
iPhone 5’s PowerVR SGX543MP3 GPU is truly a performance monster among the family of mobile devices. It would have the potential to perform some of the effects which was only available to desktop PC or video game consoles.
This post discussed the implementation of a fully workable Passbook server. Instead of a step by step tutorial, it mentioned some technical decisions and considerations in a realistic Passbook server implementation.