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Arm Appoints Rene Haas as Chief Executive Officer

Arm announced today that its board of directors has appointed 35-year semiconductor industry leader Rene Haas as chief executive officer and member of the board of directors, effective immediately. Mr. Haas succeeds Simon Segars, who has stepped down as chief executive officer and member of the board of directors after 30 years with the company. In the near-term, Mr. Segars will support the leadership transition in an advisory role for Arm.

"Rene is the right leader to accelerate Arm's growth as the company starts making preparations to re-enter the public markets," said Masayoshi Son, Representative Director, Corporate Officer, Chairman & CEO of SoftBank Group Corp. "I would like to thank Simon for his leadership, contributions and dedication to Arm over the past 30 years."

Steam Reports Monthly Connected VR Headset Count of 3.4 Million

The latest Steam Hardware survey from January 2022 shows significant growth for VR headsets with the number of connected units reaching 3.4 million or 2.14% of Steam users. This is up from 2.95 million in December 2021 with the Meta Quest 2 responsible for the majority of this growth now accounting for 46.02% of the VR headsets used on Steam despite being able to operate without a connected computer. Meta now controls 67.3% of the PC VR market with Valve coming in second at 14.4%, HTC third at 11.2%, and Microsoft fourth with just 5% market share. The total number of monthly-connected VR headsets has risen 29.5% since this time last year but it remains to be seen if this growth will continue past the holiday season.

Meta Confirms That Quest Content Store Revenue has Surpassed $1 Billion

Meta has recently confirmed during their latest earnings call that Quest store content sales had surpassed $1 billion in sales since its launch in 2019. This represents tremendous growth for the platform with average monthly revenue quadrupling from $12.4 million in mid-2020 to $51.3 million currently. The total number of Quest 2 headsets sold is likely near 10 million units as estimated by Qualcomm but never officially confirmed. Meta is likely selling the Quest 2 headset at a loss to gain market share and at least according to these figures they appear to be succeeding.

Wi-Fi 6/6e Expected to Become Mainstream Technology with Close to 60% Market Share in 2022, Says TrendForce

Exponential demand growth for remote and unmanned terminals in smart home, logistics, manufacturing and other end-user applications has driven iterative updates in Wi-Fi technology. Among the current generations of technologies, Wi-Fi 5 (802.11ac) is mainstream while Wi-Fi 6 and 6E (802.11ax) are at promotional stages, according to TrendForce's investigations. In order to meet the connection requirements of industry concepts such as the Metaverse, many major manufacturers have trained their focus on the faster and more stable next generation 802.11be Wi-Fi standard amendment, commonly known as Wi-Fi 7. Considering technical characteristics, maturity, and product certification status, Wi-Fi 6 and 6E are expected to surpass Wi-Fi 5 to become mainstream technology in 2022, with global market share expected to reach 58%.

ASRock Joins The Metaverse with Phantom Gaming EVO NFT

The leading global motherboard, graphics card, and mini PC manufacturer, ASRock, today announces to join the era of metaverse and support the designer and creator community. ASRock issues the first non-fungible token (NFT), Phantom Gaming EVO on OpenSea, the world's first and largest NFT marketplace. ASRock Phantom Gaming EVO is a crypto art, a short footage of the evolution Phantom Gaming logo. ASRock plans to release 100 pieces of Phantom Gaming EVO. The first 30 pieces are sold on January 28th and priced at 0.1 ETH each.

As digital experiences continue to evolve and attract increasing amounts of people's attention, the launch of the Phantom Gaming EVO leads ASRock to embrace the era of the metaverse. By leveraging the new technology and design, the NFT delivers the next generation collectibles for preservation. This helps ASRock to serve and connect the community closely and extend the digital footprint to the new stage.

TrendForce: Metaverse Applications Expected to Propel Global Virtual Reality Content Revenue to US$8.3 Billion for 2025

Factors such as the rising popularity of topics related to the metaverse and UGC (user-generated content), as well as the rapid increase in AR/VR device shipment, will likely result in the creation of a growing body of virtual reality content in the market, according to TrendForce's latest investigations. TrendForce expects annual global virtual reality content revenue to grow at a 40% CAGR from US$2.16 billion in 2021 to US$8.31 billion in 2025.

TrendForce further indicates that gaming/entertainment, videos, and social interactions comprise the primary categories of virtual reality content. Incidentally, as the construction of the virtual world and the development of virtual reality content are unlikely to be accomplished by only a handful of companies alone, companies in this space will therefore place an increasing emphasis on UGC instead. Leading companies will likely leverage the build-out of virtual reality platforms/environments and the provisioning of developmental tools/interfaces in order to not only lower the barrier to entry for content creation, but also raise user participation, thereby driving up the content market for virtual reality applications.

AMD Stock Jumps 10% on Monday, Propelled by Meta (Facebook) Deal

AMD on Monday made several major announcements covering different parts of its enterprise product roadmap. These included the 3rd Gen EPYC "Milan-X" processors with 3D Vertical Cache memory; Instinct MI200 CDNA2 compute accelerators, and announcements related to next-generation "Zen 4" based EPYC "Genoa" and "Bergamo" processors that come with core counts as high as 128. The company's stock rallied up to 12%, closing up 10%, which left many in the tech community scratching their heads. It turns out that the AMD-Meta deal has a profound impact on investors.

Meta, the holding company of Facebook covering all its businesses, aspires to be a major cloud solutions provider on par with Microsoft Azure, AWS, and Google Cloud. The deal could see Meta buying large stocks of AMD processors and compute accelerators to drive its next-gen server infrastructure. Sales of enterprise processors doubled year-over-year for AMD, and EPYC processors now account for 20% of the company's revenues.

Oculus Quest Headsets Won't Require a Facebook Account in 2022

Mark Zuckerberg has recently announced a rebrand of Facebook to Meta during the companies Connect 2021 AR/VR event. This change will involve the dissolution of the Oculus brand for hardware naming and will also introduce an arguably more significant change in that Oculus/Meta accounts will be disassociated with Facebook accounts removing the need for a Facebook account to use the headsets. This change has allegedly come about due to the negative connotations regarding the Facebook brand and to encourage new users who aren't interesting in creating a Facebook account. While these changes won't be fully implemented until 2022 some users have reported that Oculus support is able to unlink Facebook accounts immediately while retaining purchases and most non-social features on the headset.
Andrew BosworthAs we've focused more on work, and as we've heard feedback from the VR community more broadly, we're working on new ways to log into Quest that won't require a Facebook account, landing sometime next year. This is one of our highest priority areas of work internally.

Introducing Meta: A Social Technology Company

Today at Connect 2021, CEO Mark Zuckerberg introduced Meta, which brings together Facebook's apps and technologies under one new company brand. Meta's focus will be to bring the metaverse to life and help people connect, find communities and grow businesses.

The metaverse will feel like a hybrid of today's online social experiences, sometimes expanded into three dimensions or projected into the physical world. It will let you share immersive experiences with other people even when you can't be together — and do things together you couldn't do in the physical world. -It's the next evolution in a long line of social technologies, and it's ushering in a new chapter for the company. Zuckerberg shared more about this vision in a founder's letter.

Dell Partners with Meta to Sell Meta 2 Augmented Reality Development Kit

Dell today announced it will be the first authorized reseller of the Meta 2 Augmented Reality Development Kit, equipping commercial companies with the tools needed to more easily innovate and adopt new AR technology applications that can advance their business. In partnership with Meta, Dell aims to make AR more accessible for business deployment, particularly in healthcare, manufacturing and construction, by providing tools for creating immersive experiences unique to the needs of those industries.

Dell is the only technology provider with an end to end ecosystem to consume, create and power VR and AR. The new offering with Meta stems from Dell's VR/AR Technology Partner Program, which brings together other innovators in VR and AR to test and collaborate on the best technology solutions for varying applications and experiences. This program allows Dell to help current and potential customers to better navigate the new and rapidly evolving VR/AR ecosystem, by working with partners to verify and certify the best software and hardware solutions for VR and AR applications - bringing standardization where it is needed most.
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