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Disruptive Technology Equities Global Thematic research December 2021 By: Davey Jose, Frank Lee, Nicolas Cote-Colisson and Frank He (S1700517120005) www.research.hsbc.com SPOTLIGHT The Metaverse Age Investing in delivery, infrastructure and content There are three major investable areas for the emerging metaverse: delivery (headsets), infrastructure and content We present stocks listed in Asia, Europe and the US that our equity analysts believe could ride the wave of this disruptive technology… …and detail the regulatory landscape, ESG implications and our HSBC Disruption Framework Disclosures & Disclaimer: This report must be read with the disclosures and the analyst certifications in the Disclosure appendix, and with the Disclaimer, which forms part of it.
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Disruptive Technology ● Equities December 2021 CIO tearsheet Building the metaverse has started There are three major investable areas for the emerging metaverse: delivery (headsets), infrastructure and content We present stocks listed in Asia, Europe and the US that our equity analysts believe could ride the wave of this disruptive technology… …and detail the regulatory landscape, ESG implications and our HSBC Disruption Framework Our core belief is virtual and augmented reality technology, which transports users to the world of the metaverse, could become the next mass computing platform like the PC and smartphone before it. But it will take time. We expect Facebook (now Meta Platforms) to be a significant contributor to the metaverse, a bit like Google to the Internet, but it can’t build the metaverse alone. What’s needed is a combination of leading hardware and software companies. We don’t see the metaverse being a major part of earnings in the near term, and make no changes to our earnings or forecasts, but we believe it can become a major driver over the long term. In this report we talk through the various metaverse experiences and related technologies (such as quantum computing), explore the regulatory landscape and ESG implications, and detail where the metaverse lies in our HSBC Disruption Framework. But our focus is where to invest: Headsets will be one way to enter the metaverse Servers and datacentres will be the infrastructure for the metaverse Content is key for the metaverse Delivery (p.15 for companies): We list 13 companies that make all the processors, displays, optics and sensors for headsets. These include 12 stocks covered by HSBC analysts, among them Goertek, which makes lenses and display modules for headsets such as Facebook’s Oculus Quest 21, Will Semi, which makes camera sensors, and TSMC, which manufactures the all-important semiconductor chips Infrastructure (p.16 for companies): We list 12 companies that focus on servers and datacentres, providing the infrastructure to power the metaverse. Our list of profiled companies covered by HSBC analysts includes 7 Buys, among which Hon Hai, which makes equipment for the three large US cloud service providers (Microsoft, Amazon and Google), and SK Hynix. Content (see p.17 for companies): We list 16 companies providing digital content and is the other major investable segment. In terms of the major ecosystem players, among companies covered by HSBC, we look at Meta Platforms (formerly Facebook) as it’s involved in all the key metaverse areas from social media to e-commerce, as well as Tencent, which stands out among other Chinese internet giants for its focus on the digital world, its in-house capabilities and as it is exploring M&A opportunities. In games, we include Ubisoft and Pearl Abyss, amongst others. Over in the luxury, fashion and NFT world, we look at Kering and HYBE. And for virtualisation we take a look at Dassault Systèmes, a worldwide leader in digital twins that is helping to create a symbiotic relationship between the real world and the metaverse. This is our latest report on the Disruptive Technology theme. If you want to subscribe to any of our nine big themes, click here. ______________________________________ 1 Recently rebranded as Meta Quest 2 1
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Disruptive Technology ● Equities December 2021 Contents Infrastructure stocks 36 Hon Hai 38 Wiwynn 38 The metaverse metrics that matter 4 Quanta 39 Disruptive tech research 5 Content stocks 40 Summary of stocks to play the metaverse theme 6 Meta Platforms 40 Tencent 43 Making sense of the metaverse 7 Dassault Systèmes 48 Ubisoft 52 7 CD Projekt 52 10 Pearl Abyss 53 ESG and other potential issues for the metaverse 12 Perfect World 54 Mango Excellent Media 55 Stocks that enable the metaverse today 15 Kering 57 HYBE Corp 58 Disclosure appendix 68 Disclaimer 72 CIO tearsheet 1 Playing the metaverse theme 3 Where is the metaverse in our HSBC Disruption Framework? What is the metaverse? 2 Delivery stocks 18 Goertek 21 Sunny Optical 22 Will Semi 23 BOE Technology 24 TSMC 25 Win Semi 26 LandMark 27 Largan 28 Samsung Electronics 29 SK Hynix 31 LG Display 32 LG Innotek 34
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Disruptive Technology ● Equities December 2021 Playing the metaverse theme Metaverse ecosystem: estimated expectation vs. reality Quantum computing, Crypto, pto, digital d goods, brain computer interface non-fungible ngib tokens Video games, digital streaming content Virtual and augmented ugm reality headsets adsets FP H T 23 82 0T ce al pt ic ss s, ry ive el D SK x0 ni y H or 6 00 LG Conte nt ptics, sensors s, o Game s y pl a adsets) (he Ubisoft UBI FP 60 20 lay 0342 LG Disp Ec os te ys m D at a ce nt re s an d se BO E rs r ve W s 005930 KS TT Electron ic Samsun g 022 41 C H l og y0 00 72 5C H TT 3081 Te ch no T TT Mark ek 0 081 T TT 0660 KS Land er t Mark 3 69 i 23 17 T KS 66 330 C2 Ha n yn T iw M TS 382 nta 2 Qua SK Hynix 00 Ho n KS Largan 3008 TT Go Infr a str uc tu re s nic tro 30 59 00 S 70 K 0110 k e t Inno Land H 13 C 004 3 a edi tM US len l e FB Exc s o ng rm K Ma fo H lat P 00 a 7 t Me nt ce n Te KS lec gE un s m Sa di s CH HK 350 1C mi 6 0 Pr o Aby ss 2 637 50 K S Perfect W orld 002 64 O R KE tion ualisa Virt ds an Br DR PW Su nn y g Pea rl tC New normal TS MC 23 3 S 0K 82 52 rin Ke CD Pro jek es p3 Hold rating System Buy rating FP DSY r Co BE in Asia, Europe and the US emi 31 05 T T HY Companies playing to our theme lt Dassau Stocks in our universe Real application Wil l Se Backlash window WIN S Early disruption Hype mania Data and processing Virtual ‘transport’ ‘tra spo Regulation Re ulati n an and nd interoperability int inte erroperabil rope o ra abilility tyy ESG and other potential issues for the metaverse Content Co nten Data D a and nd processing processing ccensorship ens nsors rship p Health, He ea altth, safety safet y and and emissions e missio ons Market M a arke kett pla place lacce competition cco o omp petiti tititii ssocial so oc oci ocial o cial a polici al policies poli po o iicciies ies Privacy P rivacy riivvva accyy a Source: Company data, HSBC Qianhai Securities estimates 3
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Disruptive Technology ● Equities December 2021 The metaverse metrics that matter Gradient of estimated expectation vs. reality HSBC’s Disruption Framework: Metaverse Digital backbone Digital content Digital goods, fintech, Gaming, eSports, movies, TV, blockchains/crypto, NFTs social media, music, education Next gen Virtualisation Quantum computing, VR, AR, MR Data and processing brain-computer interface Data centres, system on a chip Early disruption Hype mania Backlash window Real application New normal Source: HSBC 1,800 1,600 Centralised blockchains consume more energy Oculus Rift (PC based) 1,400 1,200 1,000 800 Quest 2 - wireless 600 400 200 0 2014 Approx imate energy consumption per transaction (J) The cost of VR headsets is falling (USD) 2017 2019 10 6 10 4 10 2 10 0 10 -2 Simple Centralised Enterprise Public Public serv er sy stem Blockchain BlockchainBlockchain Non-PoW PoW Quest 1 - wireless 2016 10 8 2020 Source: HSBC, Meta Platforms Source: The Energy Consumption of Blockchain, Catchword, May 2020 Displays are the most expensive components in AR/VR hardware (% of bill of materials) Market size of virtual celebrities in mainland China (RMBbn/%) 5.0 80% 4.0 Display Processor Ics Memory Electro-mechanicals Sensors Others 18% 60% 3.0 40% 36% 15% 5% 12% 14% 2.0 20% 1.0 0.0 0% Market size Note: The reference AR/VR hardware is the Oculus Quest 2 (released in 2020) Source: Company data, HSBC Qianhai Securities estimates (see; Virtual Reality - Hitting its stride, Frank He, 4 Nov 2021) 4 Source: LeadLeo, HSBC Qianhai Securities YoY (RHS)
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Disruptive Technology ● Equities December 2021 Disruptive tech research Metaverse disruption Virtual reality – hitting its stride (Nov 2021) AR & VR supply chains (Nov 2021) Korea gaming – going Metaverse (Nov 2021) Beyond reality – Is the race to VR about to begin in 2020s? (January 2021) Edge of disruption (Nov 2020) Beyond reality (July 2020) Unbundling the city (May 2017) Transport shock (Oct 2016) Tomorrow’s world (April 2016) Cybersecurity Cyberdemic (September 2021) Spotlight: Age of Cybersecurity – Spend to Defend (29 April 2021) Cybersecurity: Nine stocks exposed to the theme (29 April 2021) Connectivity disruption Smart supply chains – powered by IoT (Nov 2021) The 5G World – Impact on trade and beyond (24 August 2021) Leapfrog tech 2.0 – From Hype to Reality: Low Earth Orbit Networks (03 October 2019) Spotlight: Powering the data revolution – The strains facing global electricity (30 May 2019) Energy transition disruption technology Spotlight: The second frontier – towards low-carbon shipping (10 February 2021) Spotlight: The second frontier – towards low-carbon trucks (26 May 2020) Energy Transition: Synthetic biology – the next industrial revolution? (01 June 2021) Other disruption eVTOLs (Nov 2021) Smart farming (Nov 2021) This is our latest report on the Disruptive Technology theme. If you want to subscribe to any of our nine big themes, click here 5
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Disruptive Technology ● Equities December 2021 Summary of stocks to play the metaverse theme Summary of ratings and target prices Company Goertek Sunny Optical Will Semiconductor BOE Technology TSMC Win Semiconductors LandMark Largan Samsung Electronics SK Hynix LG Display LG Innotek Hon Hai Quanta Wiwynn Tencent Holdings Meta Platforms Ubisoft CD Projekt Pearl Abyss Perfect World Mango Excellent Media Kering HYBE Dassault Systèmes Ticker Currency Current price 002241 CH RMB 52.09 2382 HK HKD 232.40 603501 CH RMB 266.95 000725 CH RMB 4.88 2330 TT TWD 600.0 3105 TT TWD 358.0 3081 TT TWD 199.0 3008 TT TWD 2,000.0 005930 KS KRW 74,400 000660 KS KRW 116,500 034220 KS KRW 20,250 011070 KS KRW 314,000 2317 TT TWD 105.5 2382 TT TWD 87.9 6669 TT TWD 1,020.0 700 HK HKD 468.8 FB US USD 310.39 UBI FP EUR 42.53 CDR PW PLN 185.0 263750 KS KRW 127,700 002624 CH RMB 18.92 300413 CH RMB 43.85 KER FP EUR 705.1 352820 KS KRW 352,500 DSY FP EUR 53.68 Target price 69.5 269.5 427.4 6.90 730.0 470.0 280.0 2,000 96,000 140,000 30,000 370,000 155.0 110.0 1,100.0 590.0 300.0 75.0 180.0 195,000 23.8 85.8 850.0 500,000 50.0 Source: HSBC estimates. Priced as of close at 1 December 2021. Meta Platforms priced at close on 2 December 2021 6 Upside/ Rating downside (%) Buy +33.4 Buy +16.0 Buy +60.1 Buy +41.4 Buy +21.7 Buy +31.3 Buy +40.7 Hold 0.0 Buy +29.0 Buy +20.2 Buy +48.1 Buy +17.8 Buy +46.9 Buy +25.1 Buy +7.8 Buy +25.9 Hold -3.3 Buy +76.3 Hold -2.7 Buy +52.7 Buy +25.8 Buy +95.7 Buy +20.1 Buy +41.8 Hold -6.9 Market cap (USDm) 28,102 32,262 40,078 28,569 576,258 5,393 649 9,767 385,609 70,315 6,068 5,798 52,594 12,243 6,444 583,693 734,469 5,997 4,577 6,035 5,660 12,747 99,671 10,968 79,421
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Disruptive Technology ● Equities December 2021 Making sense of the metaverse Using our HSBC Disruptive Framework, we find the metaverse lies in our experiential framework, which forms the core of our thinking The metaverse isn’t easy to define so we detail all the experiences and related technologies from virtual reality to quantum computing… …and talk through ESG, regulations and risks and present three stock screens related to delivery, infrastructure and content Unfortunately, no one can be told what the Matrix is. You have to see it for yourself. Morpheus, The Matrix (1999) Where is the metaverse in our HSBC Disruption Framework? In our report The Edge of Disruption (22 November 2020), we outlined our four key disruptive technological themes: connectivity, automation, experiential, and digital health. These drive our core thinking about disruptive technology like the metaverse, which we identify as falling under our experiential framework. We also apply our HSBC Disruption Framework to help investors understand how mature each part of the evolving metaverse is (see below). HSBC Disruption Framework: Metaverse Gradient of estimated expectation vs. reality Our framework guides us to how commercial metaverse technologies are Digital backbone Digital content Digital goods, fintech, Gaming, eSports, movies, TV, blockchains/crypto, NFTs social media, music, education Next gen Virtualisation Quantum computing, VR, AR, MR Data and processing brain-computer interface Data centres, system on a chip Early disruption Hype mania Backlash window Real application New normal Source: HSBC 7
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Disruptive Technology ● Equities December 2021 VR is in the “real applications” phase of our framework but room for improvement In short, we believe that virtual and augmented reality technology could become the next mass computing platform, like the PC and smartphone before it – but it may take time. We believe VR is in the “real applications” phase of our disruptive framework. Cost of of VR headset ownership is falling (USD) 1,800 1,600 VR device shipment forecasts Oculus Rift (PC based) 1,400 1,200 1,000 800 Quest 2 - wireless 600 400 200 Quest 1 - wireless 0 2014 2016 2017 2019 2020 Source: HSBC, Meta Platforms Source: IDC, HSBC Qianhai Securities There are headsets available to purchase today that can deliver immersive experiences at a relatively low cost (the average price of a smartphone in the US is USD560 2) and ski goggletype form factor, for both consumers and enterprises. As the display technologies and systemon-chip processing technologies improve, VR headsets will become lighter and smaller. AR technology improvement needs to take a leap forward However, the outlook for AR is somewhat different. Due to the technology form factor available today, such as Microsoft’s HoloLens, we believe it’s mostly for the enterprise market, and we place AR in the “backlash” window for now. But companies including Snap and Meta are developing AR glasses and this could foster better technologies in the future. Approx imate energy consumption per transaction (J) Centralised blockchains consume more energy 108 106 104 102 100 10-2 Simple serv er Centralised sy stem Source: The Energy Consumption of Blockchain, Catchword, May 2020 ______________________________________ 2 Statistica 2020 8 Enterprise Blockchain Public Blockchain Non-PoW Public Blockchain PoW
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Disruptive Technology ● Equities December 2021 Video games and digital content metaverse the new normal Digital goods, crypto and NFT in between “hype mania” and “real applications” In the modern age, video games (USD150bn3), online video (USD45bn4) and music streaming (USD13bn5) are substantial businesses, generating over USD200bn annually and where gaming is seen as a social activity among the younger generation, to hang out virtually with their friends. Video games are smaller scale but early versions of what Meta’s metaverse ambitions could look like. Today we position video and digital streaming content (video and music) in the “new normal” part of our framework. However, we place cloud gaming a little further along in the “real applications” phase. With 63% of gamers saying that they would spend more if virtual goods could have real-world value, and be traded/sold outside, this suggests the cross-platform digital goods in the metaverse could be popular and aid the growth of the metaverse economy.6 Today NFTs, a form of digital good, are typically bought and sold in cryptocurrency. Moreover, as we stated earlier, the top 10,000 cryptocurrencies currently have a total market cap of USD2.8trn7 – the ability to use this form of native internet money could be a positive for the metaverse. Despite the popularity of cryptocurrencies today, there is still the overhang of regulators looking at whether they can cause financial instability and if decentralised blockchains imply energy consumption issues.8 Today we place digital goods in the “real applications” phase of our disruptive technology framework, and crypto/NFTs between the “hype mania”, and “real applications” portion. ______________________________________ 3 "Video game industry silently taking over entertainment world", Ejinsight, October 2019. 4 Business of Apps 2021 5 IFPI 2021 6 "63% of gamers want virtual goods with real-world value", VentureBeat, December 2020. 7 “Crypto rally: total market cap hits all-time high of USD2.8T”, Financial Express, November 2021. 8 "Bitcoin and Other Cryptocurrencies Need Regulation to Succeed", Bloomberg, October 2021.“, "Bitcoin’s growing energy problem: ‘It’s a dirty currency’, FT, May 2021. 9
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Disruptive Technology ● Equities December 2021 What is the metaverse? VR, AR, video games, streaming content, digital goods and beyond AR – a new reality Before we get in too deep, let’s back up a bit. What do we mean by the metaverse? We don’t claim to know everything, and certainly from an investment point of view, we believe it’s very difficult to know exactly what the metaverse will look like in ten years’ time. One way to describe it is as a combination of digital, highly immersive and experiential technologies that create virtual worlds for users, both consumers and enterprises. In this report, we attempt to find ways to help investors get exposure to what we understand to be structurally important for the metaverse. First, we break down the metaverse experiences and interfaces as we see them today, and going forward: Virtual reality (VR) – Wearing a VR headset puts you into a digitally constructed, threedimensional environment. It takes over your visual field of view through goggles and headphones, creating the illusion one is elsewhere, through a feeling the industry calls ‘presence’. This is the fullest metaverse experience that technology can provide today. At the moment VR is through goggle-like devices but in the future they will become glasses form factor. Examples: Meta’s Quest 2, PlayStation VR, ByteDance’s PICO VR, HTC’s Flow. AR – new layer over reality Augmented reality (AR) – Where digital graphics are overlaid on reality. Today AR can be accessed on smartphones through filters or through digital objects on the screen. AR glasses and headsets exist today but are less advanced than VR headsets, due to the complexity of the optics technology required for AR. Examples: Apple ARKit, Android ARKit, Facebook SparkAR, Snap filters, Niantec’s Pokemon Go, Magic Leap AR headset, Microsoft HoloLens headset, Snap glasses, Meta’s Quest 2 with pass-through mode, Meta’s Ray-Ban glasses. Gaming and digital content – early versions of metaverse Video games and digital streaming content – Interactive games (powered by artificial intelligence) or other digital content. Video games are smaller scale but early versions of what Meta’s metaverse ambitions could look like, using persistent worlds with their own commerce and economies. Professional gaming known as eSports and digital streaming content providers could also provide content and IP for the metaverse. Examples: Roblox has 150m+ monthly active users9 (Nike recently announced a partnership with Roblox to create Nikeland within the game world), Minecraft has 140m+ users10, Fortnite has 80m monthly active users11, Disney, Netflix, Amazon Prime Video, Spotify. Goods and money in metaverse Digital goods, crypto and NFTs (Non-Fungible Tokens) – Digital goods have been the mainstay of video games for many years, with users buying items like avatars, skins and other virtual goods with virtual money. But this money is typically only able to be spent within the closed metaverses. The development of cryptocurrencies and NFTs holds the potential for a wider metaverse commerce, across different platforms and the wider real world economy outside the metaverse. Examples: Robux is in-game money in Roblox, Minecoins within Minecraft, V-Bucks in Fortnite. The total market cap of 10,000 cryptocurrencies like Bitcoin and Ethereum reached USD2.8trn recently.12 Nike recently trademarked its various brands and slogans to sell virtual sneakers and apparel. Digital collectables through NBA#s Top Shot NFT marketplace.13 ______________________________________ 9 Business of Apps 2021 10 Microsoft 2021 11 Business of Apps 2020 12 “Crypto rally: total market cap hits all-time high of USD2.8T”, Financial Express, November 2021. 13 "Nike is quietly preparing for the Metaverse", CNBC, Nov 2021 10
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Disruptive Technology ● Equities December 2021 Next gen metaverse? Quantum computing and brain-computer interfaces Quantum computing (QC) – The next generation of computing, which will allow the utilisation of quantum states. Quantum computing is still mostly in the R&D phase with very few real-life applications. However, when they do become commercial, it has the potential to enable massive parallelisation and render computer-generated imagery calculations very quickly, in theory outpacing current GPUs and thus creating a more realistic and immersive metaverse. Examples: 2021 saw the QC hardware company IonQ (IONQ US, NR) go public through a SPAC (special purpose acquisition company). According to Reuters, Rigetti Computing, another QC company, backed by Silicon Valley venture capital firms including Andreessen Horowitz, is also set to list through a SPAC.14 Brain-computer interface (BCI) – A next-generation human computer interaction interface, where the computer is tethered directly to the human brain, either with wires or wirelessly. This could enable the metaverse to become more akin to the science fiction metaverse of The Matrix movies from the late 1990s and early 2000s. Examples: Facebook Reality Labs (FRL) has been developing BCIs and currently uses it to translate brain thoughts into text. 15 Elon Musk’s Neuralink has been developing BCIs with wires and in July 2020 received FDA certification to permit limited testing on humans as a medical device.16 ______________________________________ 14 "Quantum computer maker Rigetti to go public via USD1.5bn SPAC deal", Reuters, October 2021. 15 Company website 16 "Elon Musk shows off a working brain implant - in pigs", October 2020 and company website. 11
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Disruptive Technology ● Equities December 2021 ESG and other potential issues for the metaverse We see at least the same level of scrutiny from authorities Regulation and interoperability The new playing field of big tech may create new concerns from regulators and authorities. So far, the metaverse has been essentially articulated around gaming platforms, running their own digital environments, not requiring much attention, in our view. But the ambition set for the metaverse, whether from Meta Platforms, Tencent or Microsoft to name a few, is much larger. If the metaverse eventually gets the traction that Big Techs expect, this will concern not only gaming, but also social interactions, e-commerce, collaborative work and entertainment, to quote a few area of activities. Regulators around the world have tried in recent years to limit the influence of the large tech companies that also happen to have the financial power to finance massively the development of the metaverse. In its Proposal for a regulation of the digital sector (Digital Market Act, 15 December 2020), the European Commission (EC) indicates that the large platforms exploiting core services have the following characteristics: Considerable economic power Interoperability: risk and opportunity Extreme scale economies: with nearly no marginal cost to add a user, the incumbent can gain a significant competitive advantage that cannot be won back by a competitor Networks externalities and network effects (Metcalf’s Law): the more users, the more efficient the service, so a new competitor with a lower price or a better privacy policy will find hard to gain scale (lock-in, vertical integration, etc) The EC adds that such characteristics, if combined with unfair conducts by platforms, can impact the fairness of the market place. The EC also explains that a small number of large suppliers have emerged with “considerable economic power, leveraging their access to large amounts of data from one area of their activities to new ones”. Given the high barriers to entry to replicate the existing ecosystems, the EC is concerned that these characteristics could lead to unfair practices and conditions for businesses and end-users. The EC therefore proposes to introduce the definition of gatekeepers to which specific regulatory safeguards should be applied. Amongst the Do’s and Don’ts that the EC wants to impose, we found the notion of interoperability: gatekeepers will have to “allow third parties to inter-operate with the gatekeeper’s own services in certain specific situations”. To be deemed as a gatekeeper, the EC requires the cumulative criteria of a European revenue above EUR6.5bn, more than 45m active monthly users and an “expected entrenched and durable position”, measured as the two first criteria have been met in the last three financial years. We see interoperability as a risk to platforms’ current (siloed) business, but an opportunity for more competition in the metaverse. Would Facebook (the social network), for example, be able to retain its users and their engagement if data portability and interoperability were enforced? Portability and interoperability are highly technical and complex, but this has already been undertaken in the highly sensitive banking sector. But Mark Zuckerberg is calling for interoperability in the metaverse (Facebook Connect 2021 keynote speech, 28 October 2021). Mr Zuckerberg insists on the necessity for standardisation and interoperability. Given its size (1.93bn daily users, 2.91bn monthly users) and its driving force in a key piece of the metaverse ecosystem (VR headsets), what Meta Platforms is calling for has to be considered seriously. In an interview (Stratechery, 28 October 2021), Mr Zuckerberg gave more indication of the need for interoperability and collaboration: “you wouldn’t say that Facebook or Google are building their own Internet and I don’t think in the future it will make sense to say that we are building our own metaverse either. I think we’re each building different infrastructure and components that go towards hopefully helping to build this out overall and I think that those pieces will need to work together in some ways”. He is also calling for “some sets of open standards where things are interoperable”. 12
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Disruptive Technology ● Equities December 2021 Building in privacy and safety from day one as well as interoperability, open standards Mark Zuckerberg, Meta CEO on the metaverse (Oct 2021) Metaverse to be open… to limit intervention from authorities? You check Facebook many times a day but will you live in the metaverse? Meta Platforms and other tech giants still carry the burden of their scale and the level of influence that they can have on public opinion. Claiming from the outset that the metaverse will be open is, in our view, a kind of white flag to limit intervention from authorities, especially when Meta Platforms predicts that the metaverse will be the place where people will live, work and play. Given the large potential of the metaverse, we expect at least even more scrutiny from authorities (in the form of additional regulation). For the larger players, we see interoperability as having the potential to reduce the barriers to entry and to trigger more competition in the long run. Health and safety and social Defining how the metaverse will influence our societies in the long run is about as difficult as guessing correctly on how the internet and communications technologies (including mobile) would influence our world today back in 1990. If someone had predicted that we would spend hours a day on a small screen even when walking around, they would have warned the world for a forthcoming dystopia. So we would refrain from calling another dystopia with the metaverse. But we think it is worth sharing some views from Oculus (VR business of Facebook/Meta Platforms) executive Jason Rubin, in an email sent to Facebook board member Marc Andreessen, titled “The Metaverse” in June 2018 and quoted by CNBC (30 October 2021). If delivering the Metaverse we set out doesn’t scare the living hell out of us, then it is not the Metaverse we should be building Jason Rubin, Facebook/Meta Platforms executive (June 2018) As already said, given the driving force of then Facebook and now Meta Platforms in shaping the metaverse, what their managers are calling for has to be considered seriously. Mr Rubin’s view is that “[he] might check in to Facebook multiple times a day, but [he] will LIVE in the Metaverse, work in the Metaverse, and potentially prefer [his] time in the Metaverse to [his] dayto-day grind”. If human activity turns essentially digital, in a fully immersive environment, we would expect some philosophical debates about its acceptance. After all, what we have seen in mainland China for the gaming and education industry might give an indication of what the metaverse could risk. China regulations and metaverse implications Mainland China relations: what does it mean for the metaverse? Protecting minors against online game addiction via setting limits on time and money spent has been an ongoing and escalated effort from the Chinese government. This could affect the participation of minors in the metaverse. However, National Press and Publication Administration also explained that minors can still access online games at a moderate rate given the benefits it bring for example, learning how to code, play chess and sports are still encouraged. Also, we believe the Chinese government is supportive of the technology behind the development of the metaverse, as innovations like 5G, AI, AR and VR are key industries highlighted by the government in its 14th five-year plan and will enable the metaverse, as long as the user experience stays within and is in compliant with the mainland China regulatory framework. 13
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Disruptive Technology ● Equities December 2021 Separately, it is worth noting that content censorship is an overarching requirement on all entertainment formats in mainland China including game and videos. These requirements will likely be applicable to the metaverse on its road of development. For example, Roblox China is maintained as separate platforms from the overseas version. VR ‘transport’ Transport shock: virtual today We believe that technologies such as VR for the metaverse could have wider knock-on implications for a number of industries. In Transport shock: autonomous today, virtual tomorrow (October 2016), we outlined how virtualisation technologies like VR had the potential to change the way we work, educate and entertain ourselves. Transportation through VR/AR headsets in the metaverse may become the new preferred way to “travel” in the (not too distant) future. This in turn could change the way we think about transportation. Even in this early stage of the metaverse, experiential events like concerts, sporting occasions and work events are taking place in this virtual 3D space. For example, in 2020 Microsoft held an education conference in VR, with 170 speakers and 2,000 people attending over six days. Microsoft said the VR conference took 9,000 cars off the road and saved 5m miles of travel, which is a potential positive for climate change. Last year, HTC also held a conference in VR with 2,000 people, in collaboration with a listed UK company called VR Education. Think of this kind of metaverse as the next step in the ‘Zoom-ification’ of society that was accelerated by the pandemic and has many ESG implications. 14
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Disruptive Technology ● Equities December 2021 Stocks that enable the metaverse today Delivery: Which companies make metaverse headsets? Company 1. Goertek 2. Sunny Optical 3. Will Semi 4. BOE Technology 5. TSMC 6. Win Semi 7. LandMark 8. Largan 9. Samsung Electronics 10. SK Hynix 11. LG Display 12. LG Innotek 13. Qualcomm Ticker Rating CMP/TP 002241 CH Buy CNY52.09/ CNY69.50 2382 HK 603501 CH 000725 CH 2330 TT 3105 TT 3081 TT 3008 TT 005930 KS 000660 KS 034220 KS 011070 KS QCOM US Buy Buy Buy Buy Buy Buy Hold Buy Buy Headset supply chain Assembly of headsets and magnifying optics (Fresnel lens and pancake optics). Fresnel 22m units in 2021e to 321m units in 2030e. TAM USD1.9bn. CAGR c32% HKD232.40/ Magnifying optics, camera lens and modules HKD269.50 CNY266.95/ Camera sensor (miniaturised eye tracking and vSLAM). Good CNY427.40 relationship with headset vendors. Ordinary cameras 38m in 2021e rising to 1.04bn units in 2030e. TAM 114m in 2021e to USD2.1bn in 2030e. IR camera CAGR c133%. TAM USD1m in 2021e to USD1.67bn in 2030e. CNY4.88/ Display panel: Fast-LCD with 11m units in 2021e to 137m units in CNY6.90 2030e, TAM USD6bn and CAGR c31%. micro-OLED with 120k units in 2021e to 61m units in 2030e. TAM USD5.2bn. CAGR c94% TWD600/ Semis directly used in headsets for application processor and TWD730 camera sensor in supply chain (eg. Qualcomm/Will Semi, both TSMC customers). TWD358/ Largest GaAs open-market foundry (70% market share) - wireless TWD470 headset connectivity will be key. Advanced 3D sensing like VCSELs for future headsets. TWD199/ Likely long wavelength sensors for eye tracking, foveated rendering TWD280 (uses eye tracking in VR to reduce rendering processing in peripheral vision) and biometric recognition. TWD2,000/ Lenses for optics, eye-tracking cameras, positional tracking and TWD2,000 time-of-flight sensors. KRW74,400/ Key supplier for display (OLED/micro-LED), memory and system IC KRW96,000 and indirect foundry to other semi component suppliers. Invested in smart glass tech. KRW116,500/ Key supplier for memory, both DRAM and NAND flash KRW140,000 Buy KRW20,250/ Key display supplier. Future display tech for OLEDoS KRW30,000 thinner/lighter headsets, better colours, resolution and response. Buy KRW314,000/ 3D sensors and cameras. Camera module supplier for Oculus. KRW370,000 NR USD175.63/ Application processor: 90-95% expected of VR SoCs (eg Snapdragon XR2) - _____ Headset components ______ Display Optics Sensors Processors Source: Company data, HSBC estimates. NR = not rated by HSBC. Priced at close on 1 December 2021 15
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Disruptive Technology ● Equities December 2021 Infrastructure: Which companies are powering the metaverse through datacentre infrastructure? 1. Company ABB 2. Legrand 3. Schneider Electric 4. Siemens AG 5. Aspeed 6. Hon Hai 7. 8. 9. Wiwynn Quanta TSMC 10. LandMark 11. Samsung Electronics 12. SK Hynix Ticker Rating ABBN SW Buy CMP/TP CHF32.28/ CHF38.0 EUR98.70/ EUR90.0 Datacentres Strong demand for datacentres within electrification business area Datacentres double-digit growth over last two years LR FP Hold SU FP Hold EUR162.76/ EUR165.0 Datacentres and networks grew double-digit in Q3 despite supply chain issues SIE GR Buy EUR148.02/ EUR190.0 Smart infrastructure and datacentre shows healthy momentum 5274 TT Buy TWD3,255/ TWD3,000 2317 TT Buy 6669 TT 2382 TT Buy Buy 2330 TT Buy 3081 TT Buy 005930 KS Buy 000660 KS Buy Has c94% exposure to BMC (Baseboard Management Controller) in 2021. 70% revenue exposure to cloud servers (vs industry's 40% in 2022e). Cupola 360 image processor SoC to and in-camera tech for 360-degree apps. Original design manufacturer for 3 large US cloud service TWD105.5/ providers - Microsoft, Amazon and Google, who have TWD155 ventured into 3D technologies, and thus ripe for metaverse applications. Cloud and networking is c23% of revenues in 2021e and expect to grow to 27% in 2023e. Makes advanced consumer electronics and is a positive to gain from future opportunities in AR/VR. Cloud computer infrastructure hardware provider for TWD1,020/ cloud services, with 100% revenue exposure to TWD1,100 datacentres. Facebook and Microsoft, accounted for 44% and 29% of its revenues in 2021e, and can gain from metaverse trends. Most advanced ODM in supply chain with ability to TWD87.90/ develop AI-servers that adopt GPU/ASIC/FPGAs. TWD110 Invested in Israeli AR company Lumus in 2016. Collaboration with STMicroelectronics on reference design for AR glasses. Foundry to AMD, Nvidia and Qualcomm, which provide TWD600/ GPUs and CPUs. AMD already has deal with Facebook TWD730 to supply its datacentre chips. Largest application for indium phosphide is the lasers and TWD199/ photodetectors in transceivers that are used in TWD280 datacentres KRW74,400/ One of the key foundry partners to CPU and GPU with KRW96,000 sales of system LSI division to grow by 17% CAGR during 2020a-2023e as well as memory supplier to CSPs KRW116,500/ Key supplier for memory, both DRAM and NAND flash KRW140,000 Source: Company data, HSBC estimates. Priced at close on 1 December 2021 16 ___ Metaverse Cloud Service Providers __ Facebook Amazon Microsoft Google
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Disruptive Technology ● Equities December 2021 Content: Which companies make digital content, software and services for the metaverse? ____________ Types of metaverse ____________ Company 1. Meta Platforms 2. Tencent Ticker FB US Rating Hold 700 HK Buy 3. Alibaba BABA US Buy 4. Baidu BIDU US Buy 5. ByteDance - NR 6. Dassault Systèmes DSY FP Hold 7. Ubisoft UBI FP Buy 8. CD Projekt CDR PW Hold 9. Embracer EMBRACB Buy SS 10. Stillfront SF SS Hold 11. Team17 TM17 LN Buy 12. Pearl Abyss 263750 KS Buy 13. Perfect World 002624 CH Buy 14. Mango Excellent Media 300413 CH Buy 15. Kering KER FP 16. HYBE 352820 KS Buy Buy Social Gaming Enterprise Commerce Hardware Software Oculus Quest and Rift app store, with social, gaming and enterprise apps. Sells VR hardware. Virtual CGI humans with voice, used for live streaming, teaching, assistants and tour guide powered by Tencent cloud. Virtual presence tech using voice in game engine. Identity and social network. Investments in VR music concert operators and movie company. 40% stake in EPIC games, owns Riot Games and Supercell 51% stake USD122.49/ Online VR shopping portal in Taobao. Investment in AR company USD190 Magic Leap. Registered trademarks for "Ali Metaverse", "Taobao Metaverse" and "DingDing Metaverse". Established VR equipment company in 2021. USD148.83/ Investment in volumetic video company 8i in 2017. Subsidiary iQiyi USD195 released VR device in 2020. Registered trademark "metaapp" for future developments. Acquired PICO in 2021, third biggest VR headset maker globally. Incubating metaverse social platform - Pixsoul. Invested in Chinese version of Roblox in 2021. EUR53.68/ Offers persistent virtual collaboration spaces with its 3DExperience EUR50.0 platform, including Catia and Solidworks. Group TAM USD100bn. Metaverse digital twins complementary for collaborating in 3D spaces: from 3D model, CAD, sensors, cloud, connectivity, to VR/AR. EUR42.53/ Potential to leverage its titles such as Assassin's Creed, Far Cry EUR75 and The Division in VR. PLN185.0/ Potential to leverage their titles like Cyberpunk 2077 and The PLN180 Witcher. SEK96.39/ One of its gaming studios Vertigo Studios develops VR focused SEK150 games. The games developed include multiplayer elements, social interaction with friends and others. SEK50.20/ Potential to leverage its casual and hyper casual games in social SEK65 interaction-based metaverse. 668p/ Potential to leverage its titles like Worms. 990p KRW127,700/ Game developer for "Black Desert IP". Launching its first KRW195,000 metaverse game DokeV in 2023e. Potential to connect with multiverse games and NFTs. RMB18.92/ Leading game developer in mainland China. Plans to move into RMB23.80 metaverse through VR. Has MMORPG and open-world game owns 24% market share. RMB43.85/ Creates virtual hosts using AI and motion capture. Mango TB used RMB85.80 5G and VR tech for a TV show to give viewers immersive experience. Launched AR interactive group photo system. Launched NFTs in 2021. EUR705.10/ Early entrant in luxury groups in metaverse ecosystem with virtual EUR850.00 clothes, accessories, NFTs, etc. KRW352,500/ Fast growing entertainment company in Korea, popular for KRW500,000 managing BTS. Plans to expand Boundless business in 2022 focusing on NFT, games, webtoon & web novels, etc. CMP/TP USD310.39/ USD300 HKD468.80/ HKD590 Source: Company data, HSBC estimates. NR = not rtaed by HSBC. Priced at 1 December 2021, except for Meta Platforms on 2 December 2021 17
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Disruptive Technology ● Equities December 2021 Delivery stocks VR/AR headsets are one of the major investable metaverse areas Processors, displays, optics, and cameras are the key components while chip makers straddle headsets and datacentres (next chapter) We profile the major headset and chip suppliers including Goertek, Sunny Optical, Will Semi, BOE, TSMC, Win Semi, LandMark, Largan, Samsung Electronics, LG Display and LG Innotek Metaverse hardware via headsets Frank Lee* Head of Technology Research, Asia The Hongkong and Shanghai Banking Corporation Limited frank.lee@hsbc.com.hk +852 2996 6916 * Employed by a non-US affiliate of HSBC Securities (USA) Inc, and is not registered/ qualified pursuant to FINRA regulations We believe there are two are major metaverse verticals related to tech hardware. This chapter focuses on the VR/AR headset supply chain and the next chapter on the server and datacentre ecosystem. Given the strong success of Facebook’s (re-named Meta Platforms) Oculus VR headset released in October 2020 with a retail ASP of USD299 for its entry 64GB model, we believe the VR/AR headset is finally at a point where cost is at a reasonable level for demand to start to pick up and gain traction. We also see opportunities for semiconductor chip vendors such as Nvidia and AMD to provide the high-end process processing power via its GPUs and CPUs necessary for the cloud service providers (CSPs). Therefore, we see investment opportunities in both the VR/AR headset hardware suppliers and the server and datacentre supply chain across HSBC’s tech team coverage universe listed in our tables below. For the sake of simplicity, we put chip makers in this chapter even though they straddle both headsets and datacentres. Frank He* (Reg no: S1700517120005) Head of A-share Technology Hardware Research HSBC Qianhai Securities Limited frank.fang.he@hsbcqh.com.cn +86 21 6081 3809 Snow Crash – science fiction to reality for VR/AR headsets Steven Wang* (Reg no: S1700121030003) Associate Shenzhen The word “metaverse” is often traced to a cyberpunk novel “Snow Crash” published in 1992, which conveys a concept of a future iteration of the internet and depicts a virtual shared space that includes virtual worlds, virtual avatars, and virtual reality. A metaverse is promised to interweave our digital and physical lives in socialization, working, studying and amusement, in which case, virtual reality is well positioned. After many false starts since 2016, virtual reality is finally taking off as headsets are getting better, prices are falling and the content ecosystem is taking shape. * Employed by a non-US affiliate of HSBC Securities (USA) Inc, and is not registered/ qualified pursuant to FINRA regulations Processors, displays, optics and cameras On the hardware side, we identify four major areas where we see promising opportunities for major supply chain: 18 1. Application processors. We expect Qualcomm to dominate this market with c90-95% shares, as the launch of Qualcomm’s Snapdragon XR2 has reshaped the competitive landscape for VR SoCs thanks to its exceptional processing capabilities, which were well ahead of its rivals. 2. Display panels. We view BOE and LG Display as potential beneficiaries by leveraging their strengths in manufacturing integration of fast-LCD and micro-OLED.
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Disruptive Technology ● Equities December 2021 For fast-LCD, we forecast annual shipments of fast-LCD display panels used in VR and VRtype MR headsets to surge from 11m units in 2021 to 137m units in 2030. We expect the total addressable market to hit USD6.1bn in 2030, equivalent to a CAGR of c31% in 2021-30. Total addressable market of fast LCD Fast-LCD for VR/VR-type MR Fast LCD shipment (m units) ASP (USD) Market size (USDm) 2021e 11 49 547 2022e 16 48 775 2023e 21 48 988 2024e 29 47 1,374 2025e 41 47 1,923 2026e 55 46 2,524 2027e 71 46 3,224 2028e 94 45 4,247 2029e 115 45 5,143 2030e 137 44 6,069 Source: Company data, HSBC Qianhai Securities estimates For micro-OLED, we forecast annual shipments of micro-OLED adopted in VR, AR and MR to surge from 120k units in 2021 to 61m units in 2030. We expect the total addressable market to hit USD5.2bn in 2030, registering a CAGR of c94% in 2021-30. Total addressable market of micro-OLED Micro-OLED for VR, AR and MR Micro-OLED shipment (m units) ASP (USD) Market size (USDm) 2021e 0.12 108 13 2022e 1 103 91 2023e 6 99 598 2024e 15 96 1,414 2025e 21 94 2,005 2026e 30 92 2,739 2027e 36 90 3,221 2028e 43 88 3,788 2029e 51 87 4,455 2030e 61 85 5,151 Source: Company data, HSBC Qianhai Securities estimates 3. Magnifying optics. We favour Goertek and Sunny Optical based on their leading positions in Fresnel lens and pancake folding optics design. We forecast annual shipments of Fresnel lenses adopted in VR and VR-type MR headsets will surge from 22m units in 2021 to 321m units in 2030. We anticipate the total addressable market to hit USD1.9bn in 2030, registering a CAGR of c32% in 2021-30. Total addressable market of Fresnel lens in VR and VR-type MR Fresnel lens for VR/VR-type MR Fresnel shipment (m units) ASP (USD) Market size (USDm) 2021e 22 8 156 2022e 31 8 222 2023e 44 8 305 2024e 63 8 430 2025e 91 7 602 2026e 122 7 793 2027e 159 7 1,015 2028e 214 7 1,340 2029e 266 7 1,627 2030e 321 7 1,925 Source: Company data, HSBC Qianhai Securities estimates 4. Cameras. We highlight Sunny Optical for its camera lens and module and Will Semi for camera sensors (especially for miniaturised eye-tracking cameras) owing to their solid industry know-how and strong relationships with VR headset vendors. There are two main functions for cameras used in VR headsets: virtual simultaneous localisation and mapping technology (vSLAM) and eye-tracking. In vSLAM, VR vendors prefer to adopt ordinary cameras, unlike AR vendors, as the precision level of positional tracking can materially affect the immersive experience. By factoring in some pure film-watching VR headsets for which SLAM is not necessary, such as DPVR and Xiaomi’s VR Play, we forecast that ordinary camera shipments for VR headsets will increase from about 38m units in 2021 to about 1.04bn units in 2030, with the total market size expanding from USD114m in 2021 to USD2.1bn in 2030. Shipment and market size forecasts for SLAM cameras in VR Ordinary camera Shipments (m units) Market size (USDm) 2021e 38 114 2022e 57 157 2023e 85 221 2024e 130 321 2025e 201 480 2026e 291 676 2027e 411 925 2028e 598 1,305 2029e 801 1,694 2030e 1,044 2,143 Source: Company data, HSBC Qianhai Securities estimates 19