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Spectra7 Microsystems Inc V.SEV

Alternate Symbol(s):  SPVNF

Spectra7 Microsystems Inc. is an analog semiconductor company. The Company delivers analog semiconductors at a bandwidth, speed and resolution to enable disruptive industrial design for electronics manufacturers in virtual reality (VR), augmented reality (AR), mixed reality, data centers and other connectivity markets. It creates silicon products that enable copper cables to be longer, thinner, lighter and run at higher performance levels. Its family of products features a patented signal processing technology used in the design of active cables and specialty interconnects in data centers, VR, AR, and other connectivity products. It provides chips, such as HT8181 HDMI 2.0 In-Cable Equalizer, VR8200 Ultra-High-Speed DisplayPort Embedded Interconnect Processor, VR8300 Ultra-High-Speed DisplayPort Embedded Interconnect Processor, VR8050 Interconnect Processor, VR8051 Interconnect Processor, GC2502 Data Center Cable Processor, and GC1122 Dual Channel 112Gb/s PAM-4 Linear Equalizer.


TSXV:SEV - Post by User

Comment by Sandcastleon Mar 04, 2022 8:13pm
147 Views
Post# 34485628

RE:RE:RE:RE:Chip shortage

RE:RE:RE:RE:Chip shortageI would wager as bet as per Klaus Schwab of the WEF...the world is going to become an angrier world as he puts it. We are going to see a general continuation of the "stay home, stay safe" and "keep 6' apart" narrative moving forward which really emphasizes one of the key goals of Agenda 30 which is lower the carbon footprint. Restrict movement in all ways possible. I realize it may appear as though we are in a contractive phase to more on an endemic, but that's if you believe big science will not be used to control the masses in order to drive technology adoption. The cost of energy (fuel) will make it much more expensive to participate in the physical world. Hyperinflation is also on our door step. This all translates to virtual.... reality, travel, relationships (repika.ai), sex, health etc - all in line with 5G and hyperscale datacenters which are the foundational components required to deliver a truly outstanding consumer experience in an effort to replicate reality as close as possible if you expect to earn user exceptance - lockdowns aside. Imagine a growing audience of people looking to "reconnect" virtually. This also keeps with another theme expected to continue: "Create the problem and the solution." As for timing with respect to VR going mainstream, I think we're still about 5 years off, but less than 12-15 months off from significant cable sales growth. I too am concerned with further dilution though. Timelines for sales will likely be impacted by a chip shortage. Not a lot of time left to l burn I'd imagine. That said, the market cap is arguably small compared to the market size. Their patent portfolio and number of design wins hopefully can see more use/sales should cable sales get saturated by mid to late decade where both speed and capacity will reach a point to which will fully support high quality immersive content to just about everyone - almost regardless of income. That's the idea anyway. You've got to create a critical mass of users as always.
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