Metaverse A Guide To The Next Gen Internet 1646934966
Metaverse A Guide To The Next Gen Internet 1646934966
A Guide to
the Next-Gen
Internet
Metaverse
Evolution to a more
immersive 3D internet
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processing and sensing, higher data rates, lower latencies We believe that three factors can drive additional growth in
and machine learning enabled by AI. At this stage, we see the next few years: (1) a disruptive AR/VR headset maker
developments across gaming, entertainment, work emerges amid more applications for enterprises and
collaboration, social media, virtual worlds, education and consumers; (2) a better integrated hardware-software
fitness. For businesses, we see advances in collaboration, platform emerges to drive penetration; and (3) technological
design, and commerce, with additional sector-specific improvements such as micro-LED and fast LCD enable a
benefits to healthcare, real estate, and manufacturing. better price-performance product.
Hardware: Near-term focus on AR/VR devices The demanding performance characteristics of metaverse
applications have effects up and down TMT beyond
The metaverse should eventually bring profound changes to consumer electronics makers. Semiconductors are levered
the entire TMT sector, perhaps none as soon or as extensive to the ever-rising trend to create, store, transmit, and
as in consumer electronics. In this report we examine the analyze data—we estimate the metaverse will drive a 100-
special demands of the metaverse on AR and VR devices 300 bp tailwind to our base 6-8% forward revenue CAGR
where companies are expanding resources and innovation. for the sector. Cloud, infrastructure, and telecom companies
We also believe the metaverse will drive upgrades to look set to benefit too, with a fully immersive metaverse
capabilities required on almost all hardware devices involved, experience challenging servers with a 100x harder compute
and may even lead to some dedicated “killer” hardware task than an AAA game server hosting Fortnite today, and
products, such as the iPhone was for the 3G (mobile data) telecom access networks facing 24x more traffic in a
era. Key pieces of the technology evolution include better decade (with more demanding latency requirements to boot,
lens and display technologies, sharper on-device sensing likely demanding edge compute and small cell deployments).
and faster processing, higher network data rates and lower
latencies allowing cloud compute resources, changes to Sector views
studio content production, and machine learning.
We discuss the implications in three sections on the areas of
We expect global AR/VR headset unit sales of 42 mn units potential for each sector:
(US$12.6 bn revenue) by 2025, representing a 48% (1) Content: Includes regional internet sectors (China,
shipment CAGR (and 36% revenue CAGR) over 2020-25. Korea, Japan, Europe and the US) and the US media,
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“ Metaverse: An evolution into a
more immersive 3D internet.
A brief history interaction with the game and reaching 250,000 cumulative
users. Other services, including Worlds Away, Virtual
Science fiction. The first vision and naming of the Places, Comic Chat and The Palace, also offered these
metaverse originated in the science fiction novel, Snow virtual rooms.
Crash, by Neal Stephenson in 1992. In it, the metaverse
was a shared multiplayer online game made available over Communities and services. In 2000, a Finnish company
the world’s fibre optics network and projected onto virtual created Habbo (formerly Habbo Hotel), an online community
reality goggles. Users could control avatars that could that has accumulated 316 mn avatars since launch and now
interact with other avatars and computer-controlled agents. has 800,000 active users. The main feature in the game is
An avatar in that metaverse could gain status through its a hotel where users can visit public areas (restaurants,
technical acumen navigating the arena and gaining access cinemas and clubs) and create guest rooms. The users in
to exclusive spaces. Ready Player One by Ernest Cline in this community can create a character, design and build
2011 and adapted into a film in 2018, followed on with this rooms, chat with other players and take care of virtual pets.
concept in a future view of the world in 2045 where users The early services formed the building blocks for Second
escaped the real world by entering a metaverse called Oasis Life, a virtual online world that launched in 2003. By 2013,
accessed with a VR headset and wired gloves. it had 36 mn accounts created, with 1 mn monthly active
Multiplayer games and ‘avatars’. The use of avatars has users who had spent 217,000 cumulative years online on
extended even further back from these novels. In the early territory comprising over 700 square miles and spending
1970s, Steve Colley and Howard Palmer invested in a US$3.2 bn on in-world transactions.
multiplayer game called MazeWar that could be played over The users in Second Life created avatars to interact with
ARPANET, a precursor to the internet. The game’s first places, objects and other avatars through chat, IM or voice.
avatar had a graphical eyeball that moved through the maze The avatars could take any form or resemble their real-life
pointing in the direction it was travelling to shoot other form and could travel by walking, vehicle, flying or
players. In the 1980s, the Commodore 64 computer had a teleporting. The community allowed a variety of socialising,
virtual world Habitat with cartoon-like avatars that could walk games, group activities, and opportunities to build, shop,
around and communicate with chat bubbles. As the internet create and trade property and services. The service also
ramped by 1994, WorldsChat created a space-station- used a virtual currency to buy, sell, rent or trade goods and
themed virtual space for avatars to have social interaction services. The goods could include buildings, vehicles,
and explore the various rooms. Out of that effort, a more clothes, art or jewellery, and services could include
advanced programme, AlphaWorld, featured 700 themed entertainment, custom content, or business management.
rooms or Active Worlds, with 12 different avatars, more
Figure 3: Ready Player One Participants in the world of Figure 4: Second Life virtual reality world
VR
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Second Life went into decline as it was usurped by other Meta Quest. While the renaming of Facebook did bring
social media platforms and did not adapt well to a mobile increased attention to the concept, there isn’t really an
platform. Second Life’s chief architect, Philip Rosedale, in agreed definition as to what the metaverse is or as to how it
an iEEE Spectrum interview in November 2021 noted will evolve. In this section, we outline how various key
limitations with adults wanting to socialise with strangers technology companies are viewing and defining this
online, technical challenges getting more than 100 people opportunity along with providing frameworks from two
together in a copy of a concert space, a need for better industry experts/commentators.
toolkits for large numbers of people to build the experiences
and content, and a better common currency that can unify CS’ summary view of the metaverse
the diverse tokens that each platform uses. He also views
While industry participants hold various views as to what
VR still having issues to solve around comfort, typing speed
constitutes a metaverse, in our view it essentially boils down
and communicating comfortably with others.
to an evolution into a more immersive 3D internet with
upgrades along five key vectors (and different
A reporter from Reuters in a series published from 2007-08
commentators’ sub-divisions of these vectors):
noted issues including limited support to new joiners to
make the most of the platform, an overly complicated user
Devices/hardware: The key interface between the
interface, IT issues (crashes and unstable IM), and a high
user (humans) and the metaverse. These could be
weighting towards adult content. They still did note an
smartphones (which evolve and add functionality over the
incredible depth, passion and camaraderie in the community
coming years) and/or could be dedicated or linked
and some interest in being able to buy a grid of space and
AR/VR devices or could be a completely new dedicated
mould it into something.
hardware.
The Second Life site still claims 750,000 monthly active Infrastructure: The network and devices that connect
users on the platform and US$650 mn in annual the hardware device to the content—5G networks, WiFi,
transactions, though this is marginal relative to the major edge computing implementations and eventually 6G.
social media platforms and never ramped much above 1 mn
people. The creators of Second Life followed up with a VR- Content: All the various types of software and content,
based virtual world called Project Sansar but it did not ramp including gaming.
up well. The company returned to focussing on Second Life Community: All the various use cases with many
and sold Project Sansar to Wookey Project Group. That (theoretically unlimited) individuals/users who interact
group is now focussing on virtual concerts including and socialise within the platform and also across
pre/after parties. applications/platforms (use cases).
Figure 6: Meta’s Horizon Home, World, and Workroom Figure 7: Meta developing tools for AR overlays on the
modes World
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Microsoft’s view: Bringing people together and would be a collection of communities with individual
fostering collaboration identities anchored in strong content franchises accessible
on every device.
Microsoft defined the metaverse as a persistent digital world
inhabited by a digital representative of people, places, and The company also views its Azure offerings for business as
things. The metaverse can be thought of as a new version of well suited for the metaverse as noted from Satya Nadella at
the internet where people can interact as they do in the the May 2021 Build Developer Conference: (1) with Azure
physical world, and gather to communicate, collaborate and Digital Twins, users can model any asset or place; (2) with
share with personal virtual presence on any device. Azure IoT, the digital twin can be kept live and up-to-date;
(3) Synapse tracks the history of digital twins and finds
The company views the metaverse as no longer a vision, insights to predict future states; (4) Azure allows its
citing already existing-use cases such as the ability to go to customers to build autonomous systems that continually
a concert and shows with other real people inside a video learn and improve; (5) Power Platform enables domain
game, the ability to walk a factory floor from home or to join experts to expand on and interact with digital twin data using
a meeting remotely but be in the room remotely to low-code/no-code solutions; and (6) Mesh and Hololens
collaborate with other workers. bring real-time collaboration.
Google: Development of AR/VR could reboot with its
The company believes the metaverse has the ability to
ambient computing push
stretch us beyond the barriers and limitations of the physical
world, which proved to be a larger barrier when COVID-19 Google has been an early visionary for mixed reality
prevented work from the office or travelling to visit clients, products, having introduced its Google Glass for developers
friends, and family. Microsoft is working on tools to help in 2013 and smartphone-driven VR systems in the form of
individuals represent our physical selves better in the digital Google cardboard in 2014 and Daydream headset in 2016.
space and bring that humanity with the person into the The company has a goal of driving ambient computing,
virtual world. Some of the capabilities it is enabling is about which means users can access its services from wherever
teammates joining meetings from everywhere and real-time they are, and they become as reliable and essential as
translation allowing people from different cultures to running water. The company’s hardware strategy around
collaborate in real time. smartphones/tablets, Nest home devices and potential re-
emergence into AR/VR are tied to this ambient compute
Microsoft is driving big investment into virtual connectivity in experience.
gaming. It discussed its view that in gaming, the metaverse
Figure 8: Microsoft collaboration in the metaverse Figure 9: Real time translation can improve
communication
Figure 10: Google Glass Enterprise Edition Two Figure 11: Google Daydream smartphone-based VR
Figure 12: Apple ARKit 5 effects’ overlay Figure 13: Apple AR creation to convert models for AR
use
Source: Nvidia
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Crash and Ready Player One as a dystopian future of Niantic is also developing a visual positioning system (VPS)
technology gone wrong where users need to escape a that can place virtual objects in a specific location so those
terrible real world with VR glasses to go into the virtual objects can persist to be discovered by other people using
world. The company views VR as a sedentary process the same application. With a live production code it has
slipping into a virtual world and being cut off from everyone mapped thousands of locations. Niantic is attempting to
around you with an avatar as a poor substitute for the real build a much more in-depth digital map beyond Google
human-to-human interaction. The company believes VR Maps which can recognise location and orientation anywhere
glasses remove the realistic interactions from the presence in the world leveraging on computer vision and deep-learning
that you can sense being with people that are difficult to algorithms, and the leverage of the millions of users playing
replicate staring into OLED display goggles. its games such as Pokemon Go.
Niantic is leaning into AR in order to be able to be outside The company’s vision follows Alan Kay’s 1972 Dynabook
and connect with the physical world with AR as an overlay to paper that discussed the trend of continuing to shrink
enhance those experiences and interactions, and get people compute (from mainframes now down to smartphones/
back outside and active by learning about their city and wearables) and eventually to compute devices disappearing
community. into the world. Niantic views shifting the primary compute
surface from the smartphone to AR glass to remove the
The company’s view of the metaverse is a world infused with demands on hands to make it easier to access data and
“reality channels”, where data, information, services and services, and view overlays on the real world. Niantic has
interactive creations can be overlaid on the real world. The partnered with Qualcomm to invest in a reference design for
company incorporated these into its products Field Trip, outdoor-capable AR glasses that can orient themselves
Ingress and Pokemon Go as games that can make the using Niantic’s map, and render information and virtual
world more interesting. The capability, though, can stretch worlds on top of the physical world with open platforms
beyond games and entertainment, as the AR can allow allowing many partners to distribute compatible glasses.
education, guidance, and assistance anywhere from work
sites to knowledge work.
Figure 15: Omniverse allows collaboration on a 3D Figure 16: Nvidia’s Omniverse platform
project
Figure 17: Niantic’s metaverse uses AR to overlay digital objects in the physical world
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(6) Payments: Support of digital payments including or outbound (marketing that was not specifically
fiat on-ramps to pure-play digital currencies/crypto. requested by the person, even if they opted in).
The discovery layer could include the curated
(7) Metaverse content, services, and assets: The
portals, online agents, rating systems and
design, creation, storage and protection of digital
advertising networks drawing users to discover
assets such as virtual goods and currencies
different areas.
connected to user data and identity.
(3) Creator economy: Not only are the experiences
(8) User behaviour: Changes in consumer and
of the metaverse becoming increasingly immersive,
business behaviour (spending and investment, time
social, and real-time, but the number of creators
and attention, decision making and capability)
who craft them is increasing exponentially. This
associated with the metaverse.
layer contains all of the technology that creators
B. An entrepreneur’s view: The seven layers of the use daily to craft the experiences that people enjoy.
metaverse
(4) Spatial computing: Spatial computing has
Jon Radoff, CEO of Beamable, a Live Game Services exploded into a large category of technology that
platform, is another prominent industry commentator on enables us to enter into and manipulate 3D spaces,
the topic of the metaverse and is widely quoted by and to augment the real world with more
various articles associated with the concept. His prior information and experience. The key aspects of
work has focussed on online communities, internet such software includes: 3D engines to display
media and computer games. Jon sees the metaverse geometry and animation; geospatial mapping; voice
(link) as composed of seven layers: and gesture recognition; data integration from
devices and biometrics from people; and next-
(1) Experience: The experience layer is where users generation user interfaces.
do things in the metaverse including gaming,
socialising, shopping, watching a concert or (5) Decentralisation: The ideal structure of the
collaborating with co-workers. The metaverse metaverse is full decentralisation. Experimentation
experiences do not need to be 3D or 2D, or even and growth increase dramatically when options are
necessarily graphical; it is about the maximised, and systems are interoperable and built
inexorable dematerialisation of physical space, within competitive markets. Distributed computing
distance and objects. When physical space is powered by cloud servers and microservices
dematerialised, formerly scarce experiences may provide a scalable ecosystem for developers to tap
become abundant. into online capabilities without needing to focus on
building or integrating back-end capabilities.
(2) Discovery: The discovery layer is about the push Blockchain technology, which enables value-
and pull that introduces people to new experiences. exchange between software, self-sovereign identity
Broadly speaking, most discovery systems can be and new ways of unbundling and bundling content
classified as either inbound (the person is actively and currencies, is a large part of decentralisation
seeking information about an experience) (this area of innovation can be called Web 3.0).
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Mainstream interest in virtual worlds. The hurdle for NFT speculation, fakes, and metaverse asset
virtual worlds is higher as earlier communities faced inflation. NFTs (non-fungible tokens) represent a
difficulty keeping up activity 24-7 and it also needs to unique piece of data on the blockchain that claims to
change user behaviour from still seeking out real-world offer a certificate of authenticity or proof of ownership
experiences. The virtual worlds are improving in terms of though they do not restrict sharing or copying the digital
audio/visual but still fall short on three of the five senses file or prevent the creation of NFTs with identical
(smell, taste and touch) to be fully immersed in the associated files. NFTs have been associated with
experience. Some advocates are more aggressively transfers of artwork, in-game assets, music and sports
investing in AR technologies which bring elements of the cards, and can be a way to pay a creator for their work.
digital world into the real world. The NFT market, though, is introducing stolen goods,
bubbles and the risk of over-saturation as more are
Policing the communities. Social media platforms
created. The metaverse is also drawing headlines for
have continuously faced issues over which content and rising real estate prices in some of the digital
authors to allow and censure, and also their ability to use
communities and the high-priced resale of luxury bags
AI and human monitors to take down abusive content. A
carrying no right to carry it into the physical world.
decentralised metaverse, without the scale of the
resources major internet providers have, may also
struggle to keep up with monitoring abuse on the
platform.
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Metaverse use cases are expanding
Metaverse would impact gaming, entertainment, work collaboration, social media,
virtual worlds, education and fitness in the near term, and will see additional use
cases over time.
By moving to a more 3D and immersive form of the internet, user to be viewed as a hologram in another place and
the metaverse has the potential to expand opportunities for teleport into a remote concert or party.
the current internet. We highlight the use cases and current
developments around some of the major areas the During the pandemic, a number of platforms developed the
metaverse would impact including gaming, entertainment, major use case of virtual concerts that took the place of live
work collaboration, social media, virtual worlds, education performances. The advantage of these concerts is they
and fitness. While these are some of the current prominent could reach far more users globally than a live venue and
use cases, given that the metaverse is an adaptation and could also transform the singer into an avatar or the stage
evolution of the internet, use cases are, frankly, endless into a virtual environment, with special effects and
although we list some additional use cases, notably in the opportunities for fan interaction. The concerts also formed a
commercial space at the end of this section. good platform to promote merchandising for the event.
Gaming: Platforms to further leverage 3D immersion Social: Leveraging AR/VR for connectivity and
presence in the metaverse
Video games are expected to play a central role in the
metaverse as they already build on immersive experiences Social media is embracing the metaverse as a way to
with 3D graphics, VR-enabled titles, and platforms for user expand connectivity with the use of AR/VR. We highlight the
creativity and built-out digital goods for use in gaming. The efforts of social media platforms as well as some of the early
overall market is exponential and is now at 3 bn users and work by dating sites to introduce virtual engagements before
projected by industry players to reach 4.5 bn by 2030. meeting in the real world.
Gaming platforms can be further unleashed with the
metaverse by allowing a gamer to be embodied and moving Industrial: A solution for collaborative work amid
around in the game or building out further upgrades available hybrid office evolution
to other users. As compute power rises, deeper multi-player
gaming can be fully enabled and eventually, a user could Work in the metaverse would allow a better sense of
turn into a hologram to show up visually with someone in presence, shared physical spaces, and a productive work set-
another location. up in a work-from-home set-up. The work setting can allow
collaboration to view a 3D design with others. Companies are
Entertainment: 3D virtual option opens up for film, investing resources towards various products, including
television, and music content customisable workrooms for meetings, an office space to
customise home workspace, and 2D progressive web apps to
The metaverse is stimulating new forms of entertainment, view applications and social media through VR.
with a likelihood that technology eventually would allow a
Source: Newzoo
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“ AR/VR devices to be early
beneficiaries.
While the evolution of metaverse will eventually affect almost We believe start-ups and emerging headset companies will
all aspects of hardware devices involved, and may even lead expand the use of AR/VR devices, and further support the
to some dedicated ‘killer’ hardware product—like the iPhone adoption of headsets for commercial use. We expect
was for the 3G (mobile data) era—in the near future, applications outside gaming/entertainment to be the
AR/VR devices is where the companies’ and investors’ surprise factor for headsets in the next few years.
attention is with regard to metaverse devices. With the
advancement in optics, chipset, 5G and software, AR/VR is Platform will be key in the metaverse
not only used for games but has also seen applications in
educational, industrial and medical facilities. We will pay attention to metaverse content and application
development. Facebook renamed itself Meta and declared a
We expect global AR/VR headsets to deliver 42 mn units and commitment to developing a metaverse ecosystem, and
revenue to reach US$12.6 bn in 2025, representing 48% launched its virtual social platform Horizon Worlds in Dec-
shipment CAGR and 36% revenue CAGR over 2020-25. 2021. Roblox is already considered a virtual metaverse
community with a successful online game creation platform
We believe three factors could drive additional growth of the with 31 mn DAUs (daily average users) in 2021. It allows
AR/VR market in the next few years, over and above our users to build their own areas and play games with other
forecast growth rate: (1) a disruptive AR/VR headset maker users.
emerges amidst more applications in enterprises and the
public; (2) a better integrated hardware-software platform We believe no single company is capable of building a
emerges to drive penetration; (3) technological metaverse, and the concept would be closer to a real world
improvements such as micro-LED and fast LCD enable a society in which everyone plays a role contributing via
better price-performance product. different tools. Current products of leading companies are
platforms providing tools that allow users to build their own
Products from emerging players spaces. There are many others, which have the potential to
In light of AR/VR’s ability to enhance gaming experience, become larger with time. Although the platforms are early
other industries like education, healthcare and construction stage, they will help drive AR/VR headset demand as user
will also benefit from the rise of the headsets. We see an generated content (UGC) and applications are created.
increasing number of start-ups designing headsets for the
enterprise and public sector. We expect enterprise
application would be another driver for AR/VR devices.
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VR technology roadmap usually displays much more severe image blurs than
OLED.
Common complaints against VR were on the motion
sickness caused by: (1) the screen door effect (SDE) Optics: Fresnel lenses to replace aspherical lenses
(visible gaps between pixels); (2) mura (colour inconsistency Fresnel lenses are advocated by more VR makers due to
of each pixel); (3) aliasing (series of square blocks instead of their lighter weight and thinner centre. HTC was the first
curved lines); (4) latency (low chipset processing and to use Fresnel lenses in its high-end product, Vive,
transmission speed); and (5) the weight of headsets. To followed by Oculus. To reduce the weight of VR devices
mitigate these issues, headset makers are advancing the and enhance the user experience, Fresnel lenses are
chipset, optics, display, and tracking solution to improve the more likely to be adopted by the majority.
user experience.
Tracking solution: 6DoF and inside-out tracking
Chipset: Qualcomm XR series solution will be the basic feature
Qualcomm launched its XR platform Snapdragon Extend 6 degrees of freedom (6DoF) is an upgrade of 3DoF
Reality (XR) series in 2018 as its first SoC for AR/VR which adds rotational axes for rolling, yawing and
devices. The XR2 5G platform was announced in Dec- pitching. 3DoF is enough for basic applications such as
2019, which is a derivative of the Snapdragon 865 VR movies, but for a complete immersive experience
(7nm). Oculus Quest 2 was the first to deploy the like gaming, healthcare and training, 6DoF is required.
chipset, with a process speed doubling that of Most of the newly released VR headsets in 2021
Snapdragon 835 in Quest 1. The XR2 enables 2x more employed 6DoF, and we expect the 6DoF function to
video bandwidth, 6x higher resolution, and 11x AI be a basic feature for VR in the future.
improvement. The strong performance has attracted
most of the major headsets makers including HTC, In inside-out positional tracking, the camera or sensors
PICO, DPVR, Lenovo, and Microsoft Hololens. are located on the headset being tracked (e.g. Oculus);
while sensors in the outside-in scenario are placed in a
Display: Fast-LCD is becoming mainstream stationary location (e.g. PSVR). We believe inside-out
The display in the HMD (head-mounted device) for VR is will be used for most VR devices for its mobility and
usually one or two pieces of LCD (liquid crystal display) flexibility, whilst outside-in will likely be used in specific
or OLED (organic light-emitting diode) panel, depending scenarios such as healthcare VR and console-powered
on the design of the device, although a dual display VR for its accuracy.
system is preferred as human beings have two eyes.
Although LCD and OLED are both applicable for VR
displays, the majority of recently announced VR models
have adopted LCD due to its cost advantage. OLED
display was first used on VR devices by Sony’s PSVR,
Oculus Rift, and HTC Vive due to its fast response time,
which reduces motion image blur significantly. However,
OLED is limited by its inadequate lifetime and higher
cost/lower yield for higher resolution. Normal LCD has
the characteristic of high resolution, high brightness,
long lifetime and low cost, but its response time is
~100x slower than that of OLED. As a result, LCD
Type Standalone VR Standalone VR Standalone VR PC-powered VR PC-powered VR Standalone VR Standalone VR Standalone VR Phone-powered VR Standalone VR
Display Type Fast LCD Fast LCD Fast LCD 2 x Fast LCD 2 x Fast LCD Fast LCD Fast LCD 2 x Fast LCD 2 x Fast LCD Fast LCD
Display Resolution 1832x1920 2048x2160 1920x2160 2160x2160 1440x1600 1832x1920 1920x2160 1600x1600 1600x1600 1280x1440
Refresh Rate 120 Hz 75 Hz 72 Hz 90 Hz 144 Hz 90 Hz 72 Hz 75 Hz 90 Hz 90 Hz
Optics Fresnel lenses Fresnel lenses Fresnel lenses Fresnel lenses Fresnel lenses Fresnel lenses
Optics 89° horizontal 101° horizontal 98° horizontal 101° horizontal
Field of View 100° diagonal 107° diagonal 107° diagonal 100° diagonal 90° diagonal 100° diagonal
93° vertical 101° vertical 90° vertical 90° vertical
Controllers 6 DoF 6 DoF 3 DoF 6 DoF 6 DoF 6 DoF 6 DoF 6 DoF 6 DoF 3 DoF
Tracking
Solutions Inside-out Inside-out Inside-out Inside-out Inside-out Inside-out Inside-out Inside-out
Weight
503g 670g 340g 498g 809g 620g 502g 189g 188 g 410g
(with headstrap)
Price
$299 $699 $349 $599 $499 $390 $470 $499 $620 $399
(with controllers)
Type Phone-powered AR Standalone AR Standalone AR Standalone AR Standalone AR Standalone AR Standalone AR Standalone AR Phone-powered AR PC-powered AR
Display Type 2 x OLED LCOS 2 x Light engine DLP 2 x Micro LED 2 x OLED
Display Resolution 1920x1080 1280x720 1280x960 1440x936 854x480 640x480 1920x1080 1920x1080 1920x1080
Refresh Rate 122 Hz 60 Hz 50 Hz 60 Hz 60 Hz
Optics Birdbath optics Waveguides Waveguides Waveguides Waveguides Waveguides Curved mirrors Waveguides Birdbath optics Birdbath optics
Optics
Field of View 53° diagonal 40° diagonal 50° diagonal 52° diagonal 28° diagonal 29° diagonal 46° diagonal 52° diagonal
Tracking Controllers 6 DoF Inside-out 3 DoF 6 DoF inside-out 6 DoF inside-out 3 DoF 3 DoF 3 DoF 3 DoF 6 DoF inside-out 6 DoF inside-out
Weight
80g 96g 316g 556 g 51 g 185g 78g 41g 130g
(with headstrap)
Price
$599 $3,000 $2,295 $3,500 $2,499 $599 $349 $499
(with controllers)
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Initially, LCOS was the major technology for AR, for the has two major downsides being light loss and double image.
high brightness, but it was not energy- or cost-efficient.
OLED has limitations with brightness; however, Curved mirror (adopted by DreamWorld and Leap Motion) is
breakthroughs in OLED material such as silicon substrate the cheapest see-through display technology. It is based on
bridged the gap. Therefore OLEDoS (OLED on silicon) is semi-reflective curved mirrors placed in front of the eye. The
now becoming the most popular technology due to its major advantage was the low cost because it works with
merits of higher contrast, power efficiency, thickness, LCD, but suffers from a high degree of distortion, low image
wider temperature range, and faster response time. resolution and less comfort.
Although there are still many hurdles to achieving mass
production, we believe micro-LED would be the ultimate Waveguide and micro-LED solutions are at the early stage; it is
solution for AR glasses due to its super-high brightness very difficult for this solution to be mass produced at a low cost,
and contrast, excellent temperature endurance, fast but companies such as Glo, VueReal, BOE, and AUO are
response time, and low energy consumption. investing heavily in micro-LED technology. With the
advancement of mirco-LED technology, we expect the solution
Optics: Waveguide becomes the major architecture will be adopted by most of the AR makers in the future.
The industry is developing two different approaches in
waveguide technology: For AR glasses, Meta has Project Nazare, its first AR
glasses that allow augmented reality overlays on the real
(1) Diffractive waveguides are considered the most
world. AR requires integration of hologram displays,
mature technology, used in HoloLens 2, Magic
projectors, batteries, radios, custom silicon, cameras,
Leap 1 and Vuzix M4000. A diffractive optical
speakers and sensors to map the world into glasses that are
element (DOE) or holographic optical element
5mm thick. It also introduced its Ray Ban Stories—which
(HOE) are used to inject the light over a small area
allows taking pictures or phone calls, listening to music, and
into the waveguide and extract it to the user’s eyes.
watching videos—at US$299.
The diffractive method disperses wavelengths, so
separate waveguides are used. Mainstream
Meta also has a Project Cambria for new high-end glasses.
products are leaning towards the use of two layers
With Project Cambria, Meta would integrate “high-resolution
of waveguides for thinner glasses.
coloured mixed-reality pass-through” glasses, which
(2) Reflective waveguide designed by the Israeli AR combine an array of sensors with reconstruction algorithms
company, Lumus, does not require nano photonics. to represent the physical world in the headset, with a sense
This methods employs a 1D or 2D semi- of depth and perspective. The representation on the display
transparent mirror along the optical path to guide with these innovations is finally getting closer to representing
the light to users’ eyes. what the eyes see in the physical world. For optics, the
company is developing pancake optics by folding light to
Birdbath is another solution for AR optics. It contains a achieve a slimmer profile than current lenses.
spherical mirror/combiner (part-mirror) and a beam splitter.
The method works like a birdbath in which it projects light Vuzix, an AR headset company founded in 1997, recently
from the OLED into the beam splitter, at a 45-degree angle unveiled its Vuzix Shield which contains battery, computer,
with the OLED light source plane. Lenovo Mirage AR and cameras and display projector in the temples of the glasses
ODG R9 were two examples adopting this method, but it but can be worn all day.
Figure 23: Each display technology excels in different Figure 24: LCD is the best technology for 2-3 inch
areas display
OLED LCD Micro Display
Item
(Glass base) (Glass base) (Silicon base)
Brightness ★★ ★★ ★★★
~1000cd/m2 ~1000cd/m2
Cost ★★ ★★★ ★
26
Semiconductors are a levered
metaverse play
Since 1977, the global population has grown 86% from 4.2 bn to 7.9 bn while per
capita chip units have grown ~70x from two to 146—a massive accomplishment
even before considering the integration of functionality per chip
In addition to rising entry barriers, slowing supply and a We argue that while data analytics is the most important
better demand mix increasing the global semi revenue area—if you can’t analyse, you can’t monetise—we also
CAGR from 3-5% to 6-8%, we see an additional 100-300 argue that each area is self-perpetuating: the more data you
bp of potential CAGR upside based on our view that semis can analyse, the more you want, which drives demand for
are the most levered play on the move to a data-driven data creation/capture which in turn drives demand for
economy. Relative to the semiconductor ecosystem, we storage and transmission. While our Data Thesis Paradigm
divided our data thesis into four separate areas: is now well understood by investors (we first introduced it in
2010), there is an important subtlety that is still under-
(1) Data creation/capture; recognised. Specifically, the first three areas of Create,
Store and Transmit have each benefitted from non-linear
(2) Data storage;
cost declines. Moore’s Law dictates that each year it is
(3) Data transmission; and cheaper to create/capture data and there is a Moore’s Law
equivalent in Storage called Kryder’s Law and for
(4) Data analytics.
Figure 25: Data paradigm Figure 26: Declining cost curves drive application
elasticity
Figure 27: Chips per capita accelerating Figure 28: Semis have upside to ~8% of global market
cap
Indexed per Capita Sector % of Global Market Cap
Indexed Chips per Capita Indexed Barrels of Oil per Capita 25%
80 1.05 20%
60 15%
0.95
40 10%
0.85 5%
20
0 0.75 0%
Source: Census.gov, Credit Suisse estimates Source: Company data, the BLOOMBERG PROFESSIONAL™ service,
Credit Suisse
28
Forecasts for CY22 and beyond services revenue of ~US$23 bn in CY22, growing to
~US$45 bn by 2030, ~9% CAGR and implying total CY30
After growing 26% YoY in CY21, we model semi revenue
SCE TAM approaching US$200 bn, ~2x CY21. Note that
growth of +15% YoY in CY22, well above consensus at 8-
these estimates are inclusive of TSMC’s CY4Q21 results.
10% YoY, but supported by ASPs which, even if only flat
By end market, we see the best CY22 growth in data-
with CY4Q21, would grow 7% YoY. We model CY23 semi
centre/cloud, auto, enterprise and wireless infrastructure
revenue at -5% YoY to reflect an inventory correction and
with more modest growth in infrastructure, handsets, and
modest ASP decline. We model CY30 semi revenue of
flat-to-down growth in PCs/CE. Longer term, data-centre,
US$1 tn, a 5.8% CAGR. After growing 41% YoY in CY21,
auto and industrial, each ~10% of semi consumption, have
we expect WFE (wafer fab equipment) to grow 15% in
the potential of doubling as a percentage of revenue by
CY22. We model WFE at -14% YoY in CY23 but see
2030.
CY30 WFE of ~US$150 bn, ~8% CAGR. We model SCE
Figure 29: Semi ASP leverage remains underappreciated Figure 30: ASPs flat w/ C4Q21 support ~50% of CY22
rev YoY
3YMA Semi ASP Semi Revenue y/y
$0.52 35%
30%
$0.50 -1% CAGR 25%
$0.48 +2% CAGR
20%
$0.46 15%
10%
$0.44
5%
$0.42 0%
$0.40 -5%
CY04
CY15
CY00
CY01
CY02
CY03
CY05
CY06
CY07
CY08
CY09
CY10
CY11
CY12
CY13
CY14
CY16
CY17
CY18
CY19
CY20
CY21E
CY22E
CY23E
-10%
Source: SIA, Credit Suisse estimates Source: SIA, Credit Suisse estimates
30
Metaverse rollout raises demand for
bandwidth
Even with modest Metaverse assumptions, data usage could easily expand more
than 20x during this decade
Streaming audio and video media are the primary-use cases with its high bitrate, makes up four-fifths of all consumer
of the consumer internet today, with consumers in the internet traffic on its own. (Video games are not specifically
developing world accustomed to spending a majority of measured by Nielsen, but generally use little data and
waking hours consuming some sort of media. American comprise only a mid-single-digit share of consumer internet
adults consume six hours a day of video (whether traffic.)
professionally produced TV and movies, or user-generated
content on Youtube or Twitch), just under two hours a day
of audio (primarily music, but also a small but growing share
of spoken word audio content), more than an hour of social
media and nearly four hours of other internet content. Video,
Figure 31: Nielsen’s digital metering shows 10+ hours a day of media use by American adults, led by video and
followed by audio and browsing
American Adults' Daily Hours of Media Use
14 12.1 12.6
11.3 11.5 11.6 11.9
12 10.2 10.2 10.3 10.5 10.7 10.3
9.9
3.8 3.7
10 2.8 3.1 3.1 3.6
2.7 2.6 2.7 2.5
8 3.0 3.2 3.4 0.8 1.1
0.7 0.8 0.9 0.9 1.1 1.1
0.8 1.8 1.8 0.8
1.8 1.8 1.8 1.8 1.8 1.8 1.8 1.6
6 1.8 1.8 1.8
4
5.3 4.8 4.9 5.2 6.0 5.4 5.4 5.8 5.8 5.4 5.4 6.0 5.3
2
0
1Q17 2Q17 3Q17 4Q17 1Q18 2Q18 3Q18 4Q18 1Q19 2Q19 3Q19 4Q19 1Q20 2Q20 3Q20
Total Video Total Audio Total Social Networking Other Internet Total Media Use
Note: Not all media types available for all periods. Includes simultaneous multi-media usage.
Source: Company data, Nielsen Total Audience Reports (1Q17-3Q20), Credit Suisse estimates
Figure 32: The American Time Use Survey shows media use comprises two-thirds of all leisure time. (The ATUS
records primary activities so its lower-than-Nielsen media use is attributable to media use as a secondary activity,
such as listening to a show while doing chores.)
Sleep, Work/School, Eating/Chores, and Leisure Hrs/day Hours per day of Leisure Time - TV, Other Media, All Other
(note different scale)
25 12
5.25 5.18 5.21 5.37 5.26 5.30 5.21 5.13 5.24 5.27 5.19 10
20
8 5.25 5.18 5.21 5.37 5.26 5.30 5.21 5.13 5.24 5.27 5.19
15 6.09 6.19 6.03 5.88 6.06 5.87 5.96 5.97 5.88 5.88 5.91
6
10 3.99 3.97 4.04 4.03 3.94 4.01 3.99 4.10 4.07 4.03 4.07
4 1.71 1.74 1.72 1.79 1.74 1.71 1.69 1.70 1.73 1.71 1.68
0.72 0.71 0.74 0.75 0.75 0.77 0.74 0.70 0.74 0.72 0.70
5 8.67 8.67 8.71 8.73 8.74 8.80 8.83 8.79 8.80 8.82 8.84 2
2.82 2.73 2.75 2.83 2.77 2.82 2.78 2.73 2.77 2.84 2.81
0 0
'09 '10 '11 '12 '13 '14 '15 '16 '17 '18 '19 '09 '10 '11 '12 '13 '14 '15 '16 '17 '18 '19
Sleeping Work+School Eating, Chores, all other Leisure watching tv other media use all other leisure Leisure
Note: (1) All respondents aged 15+, weekdays + weekends. (2) ‘Other Media’ is reading, playing games, and computer use other than for games.
Source: Company data, BLS American Time Use Survey, Credit Suisse estimates
Figure 33: With high time spent and high bitrates, streaming video has become the primary driver of consumer
internet traffic
Estimated share of Global Consumer Internet Traffic Global Mobile Network Traffic by Application Type
100% 100% 100%
20% 4%4% 20% 13% 10%
1%3%1%
13% 28% 1% 3%2%
80% 80% 2% 1% 4% 7% 80%
6% 9%
4% 6%
3%
60% 60% 13% 13% 60%
10%
40% 80% 79% 40% 13% 77% 40%
69%
52%
20% 20% 20%
29%
0% 0%
0%
Fixed Mobile 2011 2016 2021E 2026E
Video Social Networking Software Update Web Browsing
Internet Video Web, Email, and Data
Audio File Sharing Other
Online Gaming File Sharing
Source: Company data, Cisco VNI 2018, Credit Suisse estimates Source: Company data, Ericsson, Credit Suisse estimates
Figure 34: Streaming video usage growth has driven consistent 30% per annual bandwidth usage growth, but
metaverse applications might substantially accelerate traffic needs over time
North America Consumer Internet Traffic, EB/Mo., and %Y/Y US per Household Wireline and Mobile Data Usage, GB/Mo
1,866
400
378
160% 2,000
1,496
350 140%
291 1,500
300 120% 1,215
250 224 100% 987
172 1,000 802 16.0x
200 80% 651
132 514 15.3x
150 102 60% 399 15.6x
77 500 280 326 15.9x
100 43 55 40% 130 171 221 16.3x
50 14 19 26
35
20% 17.1x 16.3x16.6x
1
18.2x19.6x 7.8x
0 0% 022.7x18.0x 98 117
6 9 12 14 18 23 31 39 49 62 78
Wireline Mobile
Source: Company data, Cisco VNI, Ericsson, US Census Bureau, Credit Suisse estimates
Figure 35: XR requires higher speeds and lower latency than browsing and streaming
300
Bitrate Requirements by Application
200 Mbps
300
Mbps+
200
35 25 50 25
100 80 128 850 1 7 0.7 1.5 5 2 Mbps
Mbps Mbps Mbps
kbps kbps kbps Mbps kbps Mbps Mbps Mbps Mbps
0
SD
High end
High end
Streaming
HD
High end
High end
Remote desktop
4K
Low end
Low end
Low end
Low end
Holograms
Web browsing
32
Mixed Reality (MR) combines features of both VR and gauge the environment and user activity.
AR, with manipulable fully 3D virtual objects anchored in
Nascent video game streaming services suggest an
real space, while hologram technologies such as the
interesting parallel for XR. Video games’ rendering work is
work of Lightfield Labs use a similar fully 3D data structure traditionally done on-device, so that the best-quality levels
but a very different display technology to present an actual require a powerful console or purpose-built PC with gaming-
image in real 3D space rather than merely the illusion of specific hardware. Video game streaming services such as
one to a user with a specialised headset. Google Stadia and Nvidia GeForce Now instead offload such
VR and MR experiences place high demands on both rendering tasks to a remote compute cloud—allowing the
devices and networks. Each eye generally has its own highest level of quality on weaker devices such as
separate display and the displays must be high resolution smartphones. Video game streaming has higher download
because they are so close to the eyes. Moreover, the requirements than streaming video (games require a higher
displays generally have a high refresh rate to avoid possible frame rate than video content’s 24 FPS to give a smooth
user motion sickness, typically with 72, 90, or 120 frames illusion of motion), and the services are also less latency- and
per second (FPS) compared to the 24 FPS norm for video loss-tolerant (to provide satisfying responsiveness to inputs).
content. Apple has also been speculated to have a third To an even greater extent than AAA video games, VR and
display to increase immersion, as well as several cameras to MR are highly computationally intensive. These experiences
Figure 36: Buffering—building a cache as data arrives, then playing it out evenly to provide a smooth stream—hides
latency, jitter and packet loss. This means that streaming video/audio user experience is generally little affected by
network quality.
Application network demands
Streaming Video Metaverse
Video Audio gaming On-device Cloud
Figure 37: Even with modest metaverse assumptions, data usage could easily expand more than 20x during this
decade—and metaverse traffic cannot buffer like streaming video
Household data diet: Indicative metaverse data consumption
Daily Monthly
Notes and assumptions
usage usage
2022
Video usage (hrs) 15.0 450.0 Indicative 6 hrs/adult/day and 2.5 members per HH
GB/hr 1.4 1.4 SD is 700MB, FHD is 3GB
Video usage, GB 21.3 640.0
All other data 5.3 160.0 Web browsing, audio streaming, gaming
2032
Metaverse usage, hrs 5.0 150.0 1/4 of all video usage
GB/hr 112.0 112.0 Two streams each 8K 120Hz (8 times higher than 4K 60Hz bitrate)
Metaverse usage, GB 560.0 16800.0
Video usage, hrs 10.0 300.0 Conservatively 1:1 substitution (no increase in total media consumption)
GB/hr 7.0 7.0 Assumes average video content consumed is 4K
Video usage, GB 70.0 2100.0 3.3x, or 13% CAGR
Figure 38: 6G to perhaps provide wireless networks with greater metaverse capabilities, but deployment timeframes
to lag fixed networks
Mobile technology generations
Typical DL Spectral
Year Latency
Gen. speed efficiency Use cases
introduced (ms)
(mbps) (bps/Hz)
1G 1979 0.002 0.5 1,000 Analog voice
2G 1991 0.1 1.3 600 Digital voice, SMS
3G 2001 8 2.6 65 Email, basic browsing, early IoT
4G 2009 30 4.3 50-60 Streaming video and audio, ride hailing/maps, rich social networking
4.5G 30-50 Consistent streaming video and audio experience, augmented reality,
2014 100 15
(LTE-A) 10 (theor.) fixed wireless access
21-26
5G 2019 300 30 Better streaming media, virtual reality, massive IoT
1 (theor.)
6G 2029? 1,000+ 100+ ??? VR, mobile metaverse, massive digital twinning
34
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