A mage accidentally drifts to Blue Star. The intelligent life on Blue Star cannot influence reality by manipulating dark matter, thus the mage loses their casting ability.
In order to recover...
Apple is the least accepting manufacturer of other operating systems.
Because if they adopt the VR system from Kechuang Future, it would be equivalent to opening a hole in their iOS ecosystem, completely destroying the integrity of the iOS ecosystem.
Apple launched its first VR product at its fall 2022 product launch event, which was powered by Apple's self-developed ROS system based on iOS.
Facebook is likely to agree because its market value has been declining, and its core product, Facebook, has fallen far behind TikTok in market share.
They need to use various means to regain investors' trust.
"There are very few VR manufacturers in China that have survived so far. I estimate that if we open up brain-computer interface VR technology, Dami is very likely to enter this field."
Rice products that prioritize cost-effectiveness can supplement the mid-to-low-end market.
The rice company is indeed very good at managing and integrating its supply chain.
In the beginning, Futureverse's profit margin was less than 30%.
With large-scale shipments, the rice company's experience in supply chain management came in handy, with executives from the rice company and the future of science and technology innovation specifically responsible for supply chain management.
At the same time, it assists the supply chain in reducing costs and increasing efficiency, integrating efficiency and upgrading technology.
Futureverseii's profit margin has now stabilized at 40%.
It is precisely because of large-scale shipments that suppliers' costs have decreased. Once Kechuang Future decides to license its brain-computer interface technology, a large number of VR hardware startups will emerge in China.
The VR industry is poised to witness a boom similar to the smartphone wars of yesteryear.
As for the future of science and technology innovation, it's like Apple's position back then, sitting comfortably and watching the manufacturers below compete for the second place.
Since the release of the innovative and future-oriented Picoversei, pre-orders in China alone have exceeded five million.
Brain-computer interface VR has stood the test of time, and a complete ecosystem has been built.
Once prices drop, many consumers are willing to pay.
Moreover, Picoversei has drastically reduced its prices by half.
The advantage of a successful brand is that it makes it easier for consumers to make a purchase.
Even though 6,000 yuan isn't cheap, consumers aren't thinking about the price of your product (6,000 yuan), but rather that your previous product cost over 10,000 yuan, and now they can enjoy it for only 6,000 yuan.
Take the iPhone as an example. Apart from the chip, all the other modules of the iPhone SE are products from five years ago, but it still sells very well globally.
That's the power of a brand.
The same principle applies to some luxury brands; a single Hermès accessory can cost tens of thousands of dollars.
It's a real shame that DaMi lacks the patience and determination to build a truly high-end sub-brand.
If brand premium cannot be achieved, profits cannot be generated.
After Picoversei's pre-orders in China surpassed five million, the company's internal team at Kechuang Future is very optimistic.
Because of brain-computer interface (BCI) VR, overseas sales have always been better than domestic sales.
Here, "overseas" refers specifically to developed countries, where the average income per capita is sufficient to afford additional spending on entertainment.
The best-selling regions for brain-computer interface VR are Iceland, Denmark, and Sweden, these high-welfare Nordic countries.
Iceland's long winter nights make people want to stay home and play video games for hours.
Aside from Scandinavia, the best-selling regions are Japan and Korea.
Neon's sales are even better than Korea's.
Japan has always been a black hole in the internet world, and its consumers are very different from those in other countries.
Regardless of what products are popular in the American and Chinese internet ecosystems, they all invariably fail to gain traction in Japan.
Uber, eBay, group buying, bike sharing, and other internet ecosystems have virtually no presence in Japan.
However, there are exceptions. Chinese-made anime-style mobile games occupy more than half of the top ten spots on various Japanese charts.
TikTok also has a significant market share in Japan.
This shows that Japan also has a need for the internet, but Japan's needs differ significantly from those of other places.
Fantasy works have always had a wide audience in Japan.
Sword Art Online, set in a virtual reality world, sold over 20 million copies in Japan.
Therefore, Japan has a strong interest in brain-computer interface VR.
In the year the first generation of Futureverse was released, Japan contributed nearly three million units in sales.
The VR rights for "Sword Art Online" were contested between Bilibili and NetEase, but Bilibili ultimately won the rights from Kadokawa at a high price, leveraging their previous partnership.
Bilibili acquired the anime rights to Sword Art Online.
Furthermore, Bilibili has agreed that the operation of the developed Sword Art Online VR game in the Japanese market will be handed over to Kadokawa.
In recent years, the prices of copyrights suitable for adaptation into VR games have skyrocketed.
Sword Art Online is just a typical example.
The Japanese VR ecosystem differs from other places in that they only like the anime/manga art style.
According to official statistics released by Kechuang Future, Genshin Impact has consistently topped the revenue charts for brain-computer interface VR in Japan.
Following the release of the low-end brain-computer interface VR by Kechuang Future, all VR software companies are actively recruiting.
The increase in the number of users leads to an increase in market size.
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