I was also surprised that my iPhone didn't do too well with it. Regular Gaussian Splatting runs pretty well on my iPhone, almost as good as my laptop (of course, my phone screen is a lot smaller so its rendering a lot fewer pixels). The fragment shader for this is very heavy compared to gaussian splatting, so maybe it has to do with that.
And I agree re: constantly drawing frames vs only drawing on change, that's a good optimization to make.