dynamic lights, entity shadows, materials, shaders, all entities, sounds, particals all are rendered in RUN time. so more you got visible at any given time, more time it takes to do all them calculations each frame.
level geometry, more portal surfaces and more varied shadow/light mapping visible the more you want to up the presision levels in the build.
F11 portal hightlighing is all run time rendering.
hardware and driver settings has a big effect on runtime.
compairing performance between a PC and a consoul machine is like comparing a Porsche to a Mack Truck. can't. each are designed with specifics in mind that the other doesn't.