D2R Mobile implements the game's graphics API on Apple's Metal, with shaders translated offline from the game's originals. That translation targets Metal 3 — so the floor is set by Apple, not by the project: A14 / M1 or later. On an A12Z iPad Pro the app explains this at launch instead of crashing; the project tested that device specifically to confirm the boundary.
From the project's device table, cross-checked against its 44-device closed beta. The confidence column keeps the project's own wording — it is part of why this table is worth trusting.
| Device | Playable | How | Confidence (project's own) |
|---|---|---|---|
| iPhone / iPad, A17 Pro+ (15 Pro, 16, 17 series; M-series iPads) | Yes | iOS 26+: default build · iOS 18–25: older-API build | Main devices, played daily |
| iPhone / iPad, A16 and earlier (14 family, 15/15 Plus, 13 series) | Yes* | Build a Legacy Device Pack into the package | Played by players: 14 Pro Max (A16) at 60 fps; 13 Pro Max (A15) at 30 fps |
| 4 GB RAM devices (e.g. 4th-gen iPad Air) | Not yet | App is killed seconds after launch — out of memory | Tested by a player; memory use being reduced |
| A14 with 6 GB+ RAM (12 Pro / Pro Max) | No reports | Same as A16-and-earlier route | Project asks users to report |
| A13 and earlier (11 series, 2020 iPad Pro) | No | No Metal 3 | App states it at launch |
| Mac (Apple silicon) | Yes | Native App; keyboard, mouse, gamepad | Player-verified on macOS 15.7.7 |
| Apple TV 4K (3rd gen, A15) | Preview | Community port; real hardware only | Character-select reached on author's device |
| Intel Macs | No | — | — |
Why does an iPhone 14 Pro Max — a flagship — need an extra step? Older chips (A16 and earlier) do not support the game's original compressed texture format. The fix is a texture pack built from your own game files, included when you make the install package. With the pack included, the project reports the same full frame rate: the A16-based iPhone 14 Pro Max was its lowest-model beta device and held a flawless 60 fps.
If you see "One More Step for This Device" at launch, that is exactly this step missing. Older app versions phrased it as "Device Not Supported" — update the app, then make the pack. The install guide's error decode covers both dialogs.
The project publishes measured numbers, not marketing ones (iPhone 17 Pro Max, Act I camp, 50% brightness, measured 2026-10-10):
| Measurement | Reading |
|---|---|
| Frame rate in game | 60 fps steady, no drops once the device warms up |
| Main menu → in a game | about 1 second |
| Whole-device power at 60 fps | about 3.8 W → roughly 5 hours of continuous play |
| Power-saver mode (30 fps) | about 1.85 W → about double the battery life |
| Act-change longest frame | about 0.1 s |
No. The project ships an older-API build for iOS 18–25 (and macOS 15–25). Pick the matching shell/build in the install guide's route table.
No — the failure is memory, not textures. A player tested an iPad Air 4 (A14, 4 GB) with the pack: the system kills the app seconds after launch.
Any iPad with an M-series chip plays the default build with no extra steps. If you already own an older iPad, check the chip column in the matrix above before buying anything.
Source: d2r-mobile project README device table and measurement notes, accessed 2026-10-15. Confidence wording belongs to the project. This page will be updated as device reports arrive.