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Why no mass adoption? 5M in software sales in the first 2 weeks after launch, to me (and maybe to Oculus too), that's hardly indicative of upcoming mass adoption. 50 on content in the first two weeks. That amounts to 100,000 sold devices, which in my view is a laughably low number for a company that is targeting mass adoption (for context, Huawei ships 600,000 smart phones per day). A lot of the demand for the Quest ought to have come during these first two weeks, perhaps even upwards of 30-50% of it. But let's be generous and assume that the first 2 weeks only represented 20% of the total demand over the next couple of years. In that case, we're looking at an install base of 500,000 Quest devices, tops, in the US. When international markets launch, let's triple or even quadruple this (probably too generous), but even with that assumption, at best we are looking at a 2 million Quest install base in a couple of years.
Tiny, in other words; just a couple of percent of a percent of the world's population. 1,000 average ASP. And to ro re-iterate, a 2 million units install base is not mass adoption. 800,000 sold units a year. X cars 100,000 units a year (the luxury car market as a whole is easily above 1M units a year). Clearly, the world's population can afford highly priced consumer goods if the appeal is strong enough, something I'd wager would definitely be true with a truly ground-breaking headset. 2,000 headset, and perhaps this market would have turned out to be even bigger (most likely) than the Quest's addressable market. To re-iterate, my view is that Oculus is getting the worst of two worlds in its approach. It fails to deliver a groundbreaking experience, and it fails to get mass adoption. They might equally well have gone the other route; skipping out on the low-end and going straight for the high end, and they might even have been better off financially.
And there is nothing that prevents them from doing both. Anyhow, I quite like my Quest headset, I think it's a great product, I derive a fair amount of enjoyment when using it, and I'd be glad if it sold in the hundreds of millions of devices. However, it's not, and it probably won't. Meanwhile, I bet there is a million people out there in a world who would run out and buy a Ready Player One-esque headset today, if Oculus came out with it, and I quite would have liked one myself too. My whole point with this discussion is only to say that I believe Oculus's aim for mass adoption through low-end headsets (only) is flawed. Further, there is nothing preventing Oculus from also driving the high-end market. They have simply chosen not to, likely because of their false initial premise, and I just think it's a bit unfortunate for the overall direction of VR.
Although the CLA's swelling dimensions may seem to position it as a rival to larger sedans, the fact that it has less passenger and cargo space than the decidedly subcompact A-Class keeps it from playing with the big kids. Only if you don't really care about those measurements does the CLA become a potentially viable alternative to the C-Class and its cohorts. The 2020 CLA receives a full suite of driver aids and active safety features, some of which are hand-me-downs from the flagship S-Class. These range from adaptive cruise control to systems designed to mitigate front and rear-end collisions. Benz certainly hasn't skimped on safety tech for the CLA. The CLA will also be the latest vehicle to adopt Mercedes-Benz's new MBUX infotainment system, complete with the large, fancy screens and "Hey, Mercedes" voice-activated in-car assistant. This Siri-like system is designed to make accessing all the car's many features easier, regardless of your level of comfort with the car's physical interface and menu structures.
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