Chapter 319 Sales Exceed 100 Million



Kechuang Future is the pioneer and monopolist in the VR field.

In just over three years, sales have exceeded 100 million, even with such a high price.

It's worth noting that realme, the Chinese smartphone brand that reached 100 million units sold the fastest, also took 37 months to achieve that milestone.

The time taken for brain-computer interface VR is about the same as that of Realme.

This fully demonstrates the necessity of brain-computer interface VR; it is not just an entertainment product.

The celebration banquet for the future of science and technology innovation was a grand affair. Prior to the banquet, a press conference was held, hosted by Li Miaomiao, who also answered questions from reporters.

"Kechuang Future recently became the only VR brand in the world to reach 100 million sales. I would like to ask Mr. Li, what do you think is the key to Kechuang Future's success?"

"Thank you for the question, reporter. I believe it is the technology, the unique brain-computer interface technology, that has brought about the evolution of the VR experience."

Previously, VR devices that required gestures and buttons to operate lacked the realism of brain-computer interface VR.

The most important thing about VR is the experience—an experience that is close to the physical world.

The technology of Kechuang Future has elevated the user experience to the extreme.

Moreover, brain-computer interface technology is unique to us; in many other areas, we have also reached the top level in the industry.

"Mr. Li, I'd like to ask you, what do you think it means when Kechuang Future's VR sales exceed 100 million?"

"I think it means a lot."

Firstly, this means that we have widened the gap with our competitors. Secondly, the breakthrough in sales volume allows us to offset costs through increased production volume, enabling us to invest more funds in research and development.

Having so many users worldwide also helps us collect user feedback and optimize our products accordingly.

Secondly, it means that brain-computer interface VR has gained user acceptance and withstood the test of the market.

When we successfully connected brain-computer interfaces to mobile phones, we decided to develop brain-computer interface VR. Although we anticipated its success, we were not entirely confident.

Now, when I chat with Chairman Zheng in private, I have even greater confidence in the AR glasses that we will be launching in the future.

Finally, it also serves as an incentive for application developers on the VR platform.

With such a large market, everyone has a bright future.

"Mr. Li, I'd like to ask if it's true that there are recent rumors that Kechuang Future's brain-computer interface VR technology will be made available to the public?"

"I cannot disclose any relevant information at the moment. We will make an announcement on our official website if there are any further developments."

Regarding the licensing of brain-computer interface VR technology, Kechuang Future is stuck in a very tight negotiation process.

To obtain a technology license, you must use our system.

This is a mandatory requirement.

Sony and Samsung are the two manufacturers that have agreed the fastest so far.

The terms have been basically agreed upon, and the brain-computer interface VR product design teams from Samsung and Sony have already started working.

Apple made it clear that even if they don't enter this industry, they won't use other companies' systems.

It's important to remember that even during the most difficult period in Apple's history, the time when Steve Jobs was ousted, this was a significant achievement.

Neither of them chose to abandon the OS and install Windows.

The biggest compromise Apple ever made was releasing a piece of software called "Bootcamp" that allowed Windows XP to run on Apple computers.

Not to mention that Apple, which currently holds hundreds of billions of US dollars in cash reserves and is at the peak of its development, would never use another company's system.

Apple is uncompromising in this area.

Meanwhile, Google and Facebook's Quest are still in negotiations.

The request has softened; only the final decision remains.

Immediately after the press conference, questions appeared on Zhihu:

"What are your thoughts on Kechuang Future's VR sales exceeding 100 million units, and Li Miaomiao's speech at the press conference?"

"I was quite surprised when Kechuang Future officially announced that its brain-computer interface VR products had sold over 100 million units."

The Point Guard is Here

Because it's important to understand that VR is not a necessity compared to smartphones and computers.

Before the advent of brain-computer interface VR, VR was more like an entertainment product, similar to the status of Xbox, PS5, and Nintendo Switch.

Moreover, due to numerous limitations and a mediocre user experience, VR's sales and popularity are far less than the three game consoles mentioned above.

However, after Kechuang Future entered the VR field, VR gradually shed its status as a simple entertainment product and became more like an information integration terminal.

Calling them productivity tools is an exaggeration. Currently, only PCs can be considered productivity tools; smartphones don't even qualify.

An information integration terminal is similar to a smartphone, where all kinds of information are gathered.

Taking VR videos on Bilibili as an example, the number of views for VR videos has increased from less than one-thousandth of that for regular videos to nearly thirty percent of that for regular videos.

This indirectly corroborates the point.

Of course, only brain-computer interface VR can be called an information integration terminal; other VR technologies cannot be considered such.

When Kechuang Bio first announced its entry into the VR field, I guessed that they would combine brain-computer interface technology with VR.

I just didn't expect them to break through 100 million in sales so quickly.

In my estimation, breaking through 20 million in three years would be a pretty good achievement.

Choosing to acquire Pico and simultaneously release mid-to-low-end VR products is a mediocre approach.

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