I have an Open GL ES game on the iPhone. My framerate is pretty sucky, ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G, it shows:
Renderer Utilization
By my past experience with openGL ES on old windows mobile devices with processing speed around 600mhz usually reducing the rendering window resolution increase the speed of rendering.
as my tests lately i figured out that i need performance monitoring while rendering frame by frame to collect how many fps can display with current performance and what resolution currently applied
i hope it is a good practice to keep a monitoring algorithm in place of rendering view to balance resolution and frame rate while running a game rendering engine.
depending on the amount of frame rate you wanted, you should sacrifice the rendering view resolution, to perform best and degrade gracefully on most devices with varying hardware and software performence.
you may need to control the resolution menually like explained in this article.
http://www.david-amador.com/2010/09/setting-opengl-view-for-iphone-4-retina-hi-resolution/