DigiFX is a software company. No firmware, circuit design, or manufacturing work appears anywhere in the platform. Hardware enters the picture only as a target the software has to run well on — the machine in front of the user, and the compute rented behind the API.
01Hardware as a target, not a product
Everything DigiFX ships runs on someone else's hardware. The console is a web application delivered to whatever device opens it. The desktop companions — the electron-hub, electron-listener, electron-stage, and electron-studio builds, each with its own main process and preload bridge — package the same web surface rather than introducing any device-specific code. The backend is managed serverless compute; there are no servers under a DigiFX desk to specify, rack, or replace.
That framing matters for anyone reading this page looking for a device. There isn't one to document, and nothing in the platform assumes one exists — no driver layer, no pairing flow, no firmware update channel.
02The hardware constraints that do reach the code
Two categories of hardware limit shape real engineering decisions.
On the client, the media tooling is the demanding part. Image, video, and audio work performed in a browser tab is bounded by available memory and by GPU and CPU throughput, which is why large media operations are pushed to server-side processing rather than attempted locally. Live production additionally depends on the user's capture chain — camera, microphone, and encoder — which the platform can read but cannot control.
On the server, the constraint is allocation rather than silicon. Each of the 14 function codebases declared in firebase.json sets its own memory ceiling and execution timeout — the API gateway, for example, runs at 256 MiB with a 60-second cap — so a single expensive request cannot consume an unbounded share of the runtime, and long operations must be designed as jobs rather than as requests. Storage tiering and content delivery are likewise capacity and cost decisions, not hardware ones.
03If you came here for system requirements
This page does not currently carry a supported-hardware specification for the media tools. That is a real gap: the console's editing surfaces have practical minimums, and customers ask for them. Documenting those minimums would make this page useful; describing a hardware engineering program that does not exist would not.