The point was that mobile screens & tablet screens are pretty small, so it's irrelevant whether or not they have HD capabilities as smaller resolutions will still look pretty clear instead of wasting vram, cpu whatever with larger resolutions.
For mobile platforms it's all about sacrificing stuff that isn't super important or relevant to the game.
SimonS (above) posted a link to this article
in which one of the Daedalic dev team explain the difficulties in porting your game over to mobile platforms. It's illogical to expect a pc / mac game to run on a mobile platform without having to make changes. Ideally for me the best (but most time consuming) method would be to have a separate project file in which you recreate everything from scratch using smaller resolution, less animation frames, webp images for scene backgrounds, static object sprites, animations (character, cursor, environment) & so on. You could actually just copy the original master ved & replace all the graphics & adjust the way system & interaction polygons to save time.