I'm getting some surprising results rendering large model (around 130K verts) on iO6/iPad3.
Here is the background information:
Result, Xcode profile view reports:
Further profiling with instruments reports a internal GL function called glRunVertexSubmitARM (called from glDrawElements) to be taking most time. What's going on here? Is my input data so bad that GL is spending time every frame munging it into a nice format?
That's exactly what is happening. Make sure that all vertex attributes start on 4 byte boundaries (add a padding byte to your normals).