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Five takeaways from Instacart’s S-1 filing

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On-demand grocery delivery giant Instacart has finally dropped its much anticipated S-1. The company, actually named MapleBear, is one of the best-known unicorns on the IPO shortlist. Instacart’s public-offering filing has been long awaited due to not only its massive fundraising history, but also its sheer anticipated heft.

Instacart is, indeed, a very large private company, making its IPO filing and eventual debut a critical event for the back half of 2023. Since its 2012 inception, Instacart has raised $2.9 billion in funding, according to Crunchbase. In March 2021, the company secured a $265 million funding round from investors such as Andreessen Horowitz, Sequoia Capital, D1 Capital Partners and others, at a $39 billion valuation.

After so long an IPO drought, what does Instacart have in store for its existing investors and those perhaps looking to snap up some of its shares? Below we’ve compiled five initial takeaways from its SEC documents to help understand its growth, health and business.

We’ll dig more deeply into the mechanics of its grocery delivery business and the profitability of the model. Today we’re focused on the big numbers and the big trends.

The orders keep coming

While Instacart certainly experienced a pandemic-fueled boom in business, it has managed to maintain that momentum even as pandemic restrictions have eased. More people could go back to the grocery store for shopping, but many got used to the convenience of having their grocery items delivered to them. Orders climbed by 18% in 2022 to 262.6 million compared to 223.4 million in 2021. Those numbers have remained more consistent in 2023 thus far, with orders totaling 132.9 million for the six months ended June 30 compared to 132.3 million the first six months of 2022.

Meanwhile, gross transaction volume increased by 16% to $28.8 billion in 2022 compared to $24.9 billion in 2021. Transaction revenue surged by 44% in 2022 to $1.8 billion compared to $1.23 billion in 2021. For the first six months of 2023, transaction revenue was up 34% to $1.07 billion compared with $799 million in the first six months of 2022. That’s a lot of delivered foodstuffs.

Instacart has reached rare scale as a private company

Instacart’s revenue last year came to $2.55 billion, up 39% from its 2021 result of $1.83 billion. Over the same time horizon, Instacart flipped from operating losses to operating profits, improving from -$72 million in 2021 operating income to +$71 million last year.

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TC Startup Battlefield master class with Canvas Ventures: Creating strategic defensibility as an early-stage startup

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Each year, TechCrunch selects the top 200 early-stage founders from across the globe to feature at TechCrunch Disrupt in San Francisco. And as part of our programming, we host master classes with industry experts and venture capitalists to provide tactical advice and insight to these founders.

Today, I’m excited to share the first of a four-part series with Canvas Ventures’ Mike Ghaffary. In this session, Ghaffary outlined the important components of startup defensibility, the key strategic advantage buckets, and what startups can do to stay competitive as they build and scale.

This private session took place in August, and we are sharing these now so all of you can also reap the benefits of Startup Battlefield.

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Meta’s $500 Quest 3 targets consumer mixed reality

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Meta’s Quest Pro arrived to a mixed reaction when it launched late last year. The consensus – if one can be found – was that the headset presented some impressive technological leaps over its consumer predecessor (the Quest 2), but the $1,500 price tag was ultimately prohibitively expensive. If that sounds at all familiar, it’s because that’s more or less the same feedback we see every time an intriguing new headset his the market.

I had the opportunity to try the headset out back in January at CES, along with the latest from HTC, Magic Leap and Sony PlayStation. I probably shouldn’t have tried it on immediately after the Magic Leap 2 – which was the ultimate example of very good, but entirely too expensive XR technology.

The Quest Pro isn’t the Magic Leap, even though the two are effectively going after the same subset of users: enterprise clients. Meta and Magic Leap both – I think rightfully – determined that the real money is in selling headsets for training, prototyping and other business-minded functions. Many big corporations will spend $1,500 (or even $3,300) without batting an eye, if it means saving money in the long run.

But Meta is not quite ready to abandon the consumer market just yet – nor is it ready to put all its eggs in the AR basket. Sticking to mixed reality affords a fuller spectrum of applications, including more immersive VR experiences – including games. For the AR bit, opaque headset like the Quest Pro rely on passthrough technology, using on-board cameras to effectively reconstruct an image of the world around you.

It’s no surprise, then that the new Quest 3 maintains that technology. The big question is why the Quest Pro is sticking around. The obvious answer is that the Pro is less than a year old. The Quest 2, on the other hand, if a week or two short of its third birthday – in fact, it was released so long ago that it still carried the Oculus name.

The Meta Quest 3 mixed reality headset, sitting on Meta's first-party charging stand

Image Credits: Darrell Etherington

Ultimately, however, there is a lot on this new headset that makes the pro version seem almost redundant – or, at very least, very overpriced. While it’s true that new headset lacks some of that enterprise edition’s more premium features, the Pro’s starting price is around 3x that of the Quest 3. That’s not easy to justify. Of course, Meta’s not really thinking much about enterprise year.

Last week, we attended briefing in the Bay Area, featuring the new headset. The Meta Quest 3 inherets a lot of DNA from the Pro, including its mixed reality platform. Even if the company had already invested years and millions into the VR content side of things, maintaining both categories would be foundational, as full immersion lends itself better to the non-casual end of the gaming spectrum. With the exception of a relative handful of titles like Pokemon Go, the current generation of titles don’t require a player to be tied to a fixed real-world location.

According to Meta, the Quest 3’s full-color Passthrough tech has 10x as many pixels as its predecessor and 3x more than the significantly pricier Quest Pro. The visuals are powered by a pair of displays (one per eye) that measure in at 2064 x 2208 pixels (“4K+ Inifinite Display”). It’s the highest res display on any Meta/Oculus device. The 110-degree field of view is roughly 15% wider than the 2. 

Man wearing the Meta Quest 3 mixed reality headset, holding a controller, viewed from the side

Man wearing the Meta Quest 3 mixed reality headset, holding a controller, viewed from the side

The system is powered by the newly announced Qualcomm Snapdragon XR2 Gen 2 chip, which itself promises double the GPU processing power than the Gen 1. In keeping with that 50 upcoming titles are actually graphicly improved versions of older games. Or you can just go ahead and play any of the 500 or so Quest 2-compatible games/apps. There are also 50 entirely new titles coming up on the platform.

Our hands on experience with the handset involved some quick game demos, none of them nearly long enough to give you a full-on review. But that’s kind of the whole deal with these sorts of events. Among the titles were Ghostbusters: Rise of the Ghost Lord, Samba de Amiga and Stranger Things: Tender Claws. Of the three, Ghostbusters is the one that really stuck with me. I admit I’ve got a childhood soft spot for that one – but also, when I close my eyes and think about VR’s promise, it’s these sorts of immersive experiences.

The headset is fairly comfortable. Again, I admit that I didn’t have a ton of time with it – I’ll have to save the more comprehensive writeup for a review. But at 515 grams, it’s a good bit lighter than the notoriously heavy 722 gram Quest Pro. It’s also not a huge bump from the Quest 2’s 500 grams. It’s far easier to imagine working out in Quest 3, versus the professional model.

The visuals are a marked improvement over the last generation. They’re higher res and crisper, which goes a long way toward adding immersion to the whole experience. So, too, does the 40% louder speakers, pai4red with 3D spatial audio tech.

Close up of the top of the Meta Quest 3 touch controller

Image Credits: Darrell Etherington

The headset looks a good bit like the Quest 2, though there are now three slits in the front of the visor, positioning the cameras directly in front of the eye. The system also uses SLAM (simultaneous localization and mapping) to map the environment and determine the position of walls and other landmarks. This is more or less the same technology found in autonomous cars and robotic systems. This can help you avoid getting too close when in VR and tie graphics to real world object in AR. They do, however, drop the Pro’s face and eye tracking — so that’s a point in the pricier model’s favor.

The system ships with a pair of refined Touch Plus controllers, which drop their predecessor’s rings, while getting improved haptic feedback. “Feel more connected to every experience with ergonomic, ring-free Touch Plus controllers that let you experience realistic sensations and fine-tuned precision – as if you’re actually holding a bow, scrambling up skyscrapers or blasting through space,” Meta writes. “You can even explore without controllers, thanks to Direct Touch that follows your gestures, letting you use just your hands to find your way.”

The Meta Quest 3 mixed reality headset, sitting on a first-party charger with an orange headstrap

Image Credits: Darrell Etherington

The controllers weigh in at 126 grams (including the AAA battery) — 38 grams lighter than the older Touch controllers. The headset should take around two hours to charge from 0-100%. 

Meta is promising roughly the same battery life for the headset as the Quest 2, which was rated at 2-3 hours. Here’s a more complete breakdown directly from the company,

  • Overall: Up to 2.2 hours of usage on average
  • Media: 2.9 hours of usage on average
  •  Gaming: 2.4 hours of usage on average
  • Social: 2.2 hours of usage on average
  •  Productivity: 1.5 hours of usage on average

Pre-order starts today, shipping on 10/10. If you buy the 128GB model ($499) before 1/27/24, Meta will toss in a free company of Asgard’s Wrath 2. Pick up the 512GB model ($650), and you get the game, along with a six month Meta Quest+ subscription. 

Read more about Meta Connect on TechCrunch

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The Dungeons & Dragons DLC for Minecraft includes dice rolls, magic missiles and more

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Minecraft just dropped its newest DLC for Dungeons & Dragons (D&D) players to enjoy. In partnership with D&D publisher Wizards of the Coast and Everbloom Games, the DLC takes players on an adventure into the Forgotten Realms, letting them explore classic locations like Candlekeep, Icewind Dale, Revel’s End and more.

The most interesting part about the new DLC is that it introduces new mechanics from the tabletop roleplaying game that many Minecraft players may not be familiar with. However, note that it isn’t a direct D&D simulator and still has the same framework as Minecraft.

The D&D DLC allows players to unlock various spells, customize stats, roll d20s, chat with NPCs, level up their character as well as choose from four classes: barbarian, paladin, rogue and wizard. (You can cast fireball in Minecraft, now? Sign us up).

There are also new monsters to attack, including goblins, dragons, mind flayers, mimics, displacer beasts and beholders, among other iconic creatures from D&D lore. Plus, it features a new interface with a quest log, inventory and glossary screens.

Alongside the launch, Minecraft is introducing a free adventure made for 3rd-level characters called Lightning Keep, where players have to save refugees from a dragon. In addition, Wizards of the Coast released a new Minecraft-themed Monstrous Compendium, providing information on Minecraft mobs like a creeper’s defense stats or an ender dragon’s dexterity.

The new DLC pack is available on the Minecraft Marketplace for 1510 Minecoins (approximately $8 USD).

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