From the link:
"For long-running applications (games, camera, RenderScript, audio processing), performance can vary dramatically as device temperature limits are reached and system on chip (SoC) engines are throttled. App developers creating high-performance, long-running apps are limited because the capabilities of the underlying platform are a moving target when the device begins to heat up.
To address these limitations, Android 7.0 introduced support for sustained performance, enabling OEMs to provide hints on device performance capabilities for long-running applications. App developers can use these hints to tune applications for a predictable, consistent level of device performance over long periods of time."
Sounds very similar to me. In this case, it's due to device temperature limits. With this specific Apple scenario, it's peak power vs. remaining charge limits.