It would be good to know CPU/GPU combo used in the demo and to show CPU cores usage next to FPS.
It's not using much CPU at all. Most everything is computed in the shaders procedurally. However if I try to record a video, yeah then the CPU gets a lot of use due to the video encoder running the encoding through libx264 which is software.
On a side note, the past day I've been working on writing an encoder front end for a special build of ffmpeg that uses nvidia cuda when available. I'm debating on whether to publish it, because it really would be a nice multiplatform lazarus app, but I don't want to research building ffmpeg with cuda extensions for mac and windows as well.
Regarding android, none of this stuff will run on android. All the android gpu's I've tested can't handle branching without unrolling the code. This means if you have X itterations in a shader, it increases the code generation by X. In the case of the shaders specific to this demo I loop through 3D texture data and anytime I try glCompileShader on android the programs end up crashing.
Simpler non itterative programs do work with bare game and android. Like I've got a vector graphics super pacman game working on all platforms. It need polishing, but gets great frame rates even though it's all vectors (svg like lines, arcs, shapes, gradient fills).
Edit Just fyi regarding tracking cpu usage, I do have a cpu graph program on my website if anyone is interested. It records up to 1 hour of cpu usage:
https://www.getlazarus.org/apps/cpugraph/