I think I'm allowed to post this now:
That is a very early screenshot (About 2 weeks in?) of the 3D graphics engine I made for my last job, in that shot it's running on Android, but exactly the same code ran on iOS too.
This shot in particular was from my Nexus 4 phone, I remember that because that was the only device I had that could achieve the FXAA shader I have applied to the scene, iPhones and iPads crumbled under the intense graphical output, I guess the 5s would cope fine, though. Even the Nexus 7's Tegra 3 chip struggled and that was apparently a graphical beast at the time...?
This shot shows my dynamic sphere generation, I have I think 5 spheres on this scene, 2 of which are tiny planets in the distance (They are little grey specs), 1 is the moon, the other is earth and there is a giant sun behind the camera, illuminating the earth and moon. The level of detail for the spheres changes as the camera changes distance or the sphere changes size, the blue glow around the earth was my first attempt at a rim-lighting shader. This screenshot is missing the coolest part, though. The planet earth also had a night-time picture, so when you move the camera to the side not facing the sun you see the cities on earth light up as it spins into night, there is also clouds that move over the surface, it looks very cool on an actual device, but I replaced this demo with a different one during my work on the engine.