What is the true limit? Why not the Air 4? RAM constraints? It’s difficult to explain this at this point. The Standard A12 cannot run it? How much RAM is really needed? Is 4GB not enough? 1st gen 12.9-inch iPad Pro? 2nd gen iPad Pros? What’s the real technical cutoff?
I reckon that the only iPad Pro that might be truly, technically inadequate to run it is the 9.7-inch iPad Pro, 2GB of RAM might actually be too little. As for the rest? Pro and non-Pros, I’m not sure. After Apple faltered on their explanation, I don’t think we can identify the true lower bound specs required.
Great questions, I hope one day someone somewhere manages to dissect or explain in depth any of this.
The thing is, contrary to what a lot of the stances here are, we truly don’t know what are all the limitations.
These devices from the get go weren’t really conceived to be external displays ready,
it was a tablet in your hand at the conception… slowly they have been adding proper support for all those things with whatever they had like the AirDisplay compressed mirror stream.
There are a lot of complaints on this forum saying that “this is 2000s tech, this is BS”: I’m pretty sure
some devices in the 80s had a 1Hz content refresh rate too, so that means that an older iPhone X should be able to do that right? Well, no, they had to add extra hardware for this (the Display Engine) on the 14 Pro lineup.
So I gather there must be similar constraints, especially today when there are millions of pixels on the screen all usually doing something. Example, at the end of the 90s some games could do 3D via software, but on
320x240 resolutions (~80000 pixels) to be somewhat useful and quite simpler graphics (Half Life 1 comes to mind, I played it that way). Try that again, today, on a
5K screen (5120x2880, ~15 million pixels, ~200 times more than 320x240): a graphics card, and related hardware dedicated just for that, is the way to make it work today at least.
Remember how windows 3.1 could leave blocks and tiles of ghost sections of UI? Maybe Apple was dealing with similar issues… maybe the refresh rate couldn’t be kept, who knows, those millions of pixels states and info has to be kept track of somewhere, and they are tons. Maybe the MacMini A12Z had extra supporting hardware not available on the iPad or maybe they could ignore straining it as it wasn’t running on battery.
The conclusion is, me neither know if it is Apple’s BS (maybe it is, maybe it isn’t or just in part) or if it is definitely existing hardware limitation or fake software blocking (could be)… anybody here claiming 100% confidence of any side of that, without dissecting how or why, is nothing short of taking an arrogant stance.