Tokyo Video Game Tycoon.
Page 245
The GS1 used two 32-bit chips to create a pseudo-64-bit game console.
So they went straight for real 64-bit processors, and two of them at that.
Yours is 64-bit, mine is 128-bit, so the visual performance is doubled.
I just didn't expect that the development plan for the new console by Yuxing Electronics Entertainment would start again so quickly.
As a result, the development plan for Lierda's new game console was immediately halted.
The same applies to Hongguo Company.
Previously, they had already suffered significant losses due to the first-generation game console.
This time, they also intend to turn the tide.
Fortunately, their development is only in the middle stage, so there's still time to make some temporary modifications.
Any move by Yuxing Electronic Entertainment will immediately cause ripples throughout the entire industry.
This is the current influence of Surf Entertainment.
However, for major processor manufacturers, the processor tender from Yuxing Electronics Entertainment represents profit.
Unlike other processors, the game consoles from Yuxing Electronics Entertainment have always been a trendy item.
Each game console sold over ten million units.
It can be said that as long as you win the order from Youxing Electronics Entertainment, the starting point will be a processor order of at least tens of millions.
No processor manufacturer can ignore the number of these orders.
Previously, Zhuyouxing did not need to go through the bidding process; it directly purchased in bulk, which made other unrelated processor manufacturers quite envious.
But this time, a bidding process was used, which means that all processor manufacturers can compete on the same stage and compete for this big order, so none of them dare to underestimate it.
As soon as the tender notice was released, all processor manufacturers immediately called on their respective R&D teams to study the technical requirements in the tender notice.
First, the tender notice specifies a smaller processor.
Meanwhile, the processor's performance is comparable to that of the current GS1.
The performance of the GS1 mainframe is outdated by today's technology.
However, if the processor is compressed to a very small size, that's a different story.
Processors are devices that require miniaturization to reduce power consumption while maintaining performance. This level of technical capability is beyond the reach of most companies.
It has to be a truly major processor manufacturer.
As a result, more than a dozen processor manufacturers were eliminated at once.
The remaining estimates suggest that only five processor manufacturers will be able to meet the requirements of this tender.
These manufacturers, along with their R&D teams, worked tirelessly for days to thoroughly study the tender notice before carefully submitting their bids to Youxing Electronic Entertainment.
This will be a semi-public tender.
Firstly, many specific requirements for bidding are disclosed to all processor manufacturers at the bidding conference.
However, all manufacturers participating in the bidding process will sign a new confidentiality agreement.
No one is allowed to disclose the specific details of this bidding meeting, unless Youxing Electronic Entertainment unilaterally releases some of the information.
That's nothing, keeping secrets is a normal thing.
In particular, Yuxing Electronic Entertainment needs to keep things secret in advance to avoid creating too many competitors.
Even if this secrecy can only be concealed for a short time, it is enough to give competitors a long time to react.
In the end, a total of six companies submitted bids.
These are the top processor manufacturers in several developed countries around the world.
Some manufacturers are companies that have already made a name for themselves in the PC field, some are manufacturers that specialize in graphics, and others are manufacturers that are moving towards mobile processors. They have the technological advantage of miniaturizing processors, so they have also decided to get involved.
The general contents of the tender notice were quickly published online.
The players felt a pang of heartache upon hearing the news.
I feel bad for my wallet.
Damn it, I have to pay Yuxing Electronic Entertainment again.
However, they gave the money willingly.
They will accept any product from Yuxing Electronics Entertainment.
They never doubted the creativity of Yuxing Electronic Entertainment, so they welcomed any of Yuxing Electronic Entertainment's products.
The new game console means that Youxing Electronics Entertainment will bring them brand new surprises.
Among these players, there are naturally some more professional individuals who made some inferences based on the general content of the tender, and some of them were actually quite accurate in their guesses.
However, all of this is just speculation and is not 100% accurate.
We'll have to wait for Yuxing Electronic Entertainment to make a specific announcement.
After the deadline for submitting tender applications, the six manufacturers were notified that the first tender meeting would be held in October 2000 in Japan, the home base of Yusei Electronics Entertainment.
Here, Youxing Electronic Entertainment will have a stronger position.
Chapter 376 Honor
Before the bidding meeting began, the first World Esports Championship also officially kicked off with preliminary selections.
The main organizer was South Korea, which paid all the money to create an eye-catching electronic event.
This brand-new competitive entertainment mode is quite novel to many people.
Street Fighter, Need for Speed, Street Basketball, StarCraft.
These games are all highly entertaining competitive events.
Countless people participated in the initial auditions.
First, there are the high bonus rewards; second, there is the honor.
Many players initially didn't have any sense of honor; they just found video games fun.
However, competition is one of the products that most easily ignites human passion.
Regardless of the form of this competition, winning or losing is one of the most captivating aspects for humans.
Therefore, after each project selects one or more contestants from among countless people, these individuals become like stars.
Although they can't compare to real sports stars, they still have their own fans.
This represents a significant leap forward for these former gaming enthusiasts.
The finals officially kicked off in September, with countless contestants selected from the United States, Japan, and other scattered regions gathering in Seoul, South Korea.
Electronics manufacturers who discovered the business opportunity suddenly realized the potential of esports, and many of them regretted not investing in esports from the beginning.
The Japanese zaibatsu and South Korean conglomerates that initially invested reaped substantial profits.
Some made money and gained fame, while others took the opportunity to sell their own products, resulting in a slight increase in their sales.
Games like StarCraft are perfect for advertising peripherals such as headphones, mice, keyboards, and monitors.
When esports players use specific products, it's equivalent to advertising for the manufacturers.
Among these, the companies that advertised the most products were naturally several electronics companies from South Korea.
"Players from all over the world! Welcome to the first World Esports Championship! Here you can find like-minded partners and formidable opponents. Here you will find exciting battles and the unforgettable Korean culture. Please enjoy this World Esports Championship to the fullest! Win your glory!"
At Seoul’s largest stadium, multiple esports titles officially began their competitions on the same day.
The live broadcast rights were handed over to TV Tokyo, who will be in charge of the broadcast rights for the event for five years. Yusei Electronics Entertainment can just sit back and count their money.
Of course, not all the money from the broadcasting rights went to Yusei Electronic Entertainment and TV Tokyo.
Approximately 30% of this will be allocated to tournament prize money incentives and club profit sharing.
This is the model for learning from traditional sports events.
The broadcasting rights are sold off, and the money is then distributed among the various player clubs under the esports event.
In addition to the broadcasting rights fees, a portion of the advertising revenue will also be shared with the clubs.
This amount of money may not seem like a lot right now, but it's enough to give these esports clubs a glimpse of potential profitability.
If esports can truly grow to the scale of traditional FIFA or the Super Bowl, then these esports clubs will be able to make a real profit, instead of simply operating out of passion.
This was also a promise that Takeyusei made to the many zaibatsu that initially founded the club.
Their efforts will surely be richly rewarded in the near future.
Previously, the esports war between the United States and Japan had already made some money for some esports clubs.
This time, the scale of esports has once again reached a new level.
Previously, it was just a small-scale operation by a few local conglomerates and Youxing Electronic Entertainment.
The so-called war between Japan and the United States is nothing more than a propaganda gimmick.
But this time, with a single country hosting the event, the level of prestige immediately changes.
However, not all countries can do this. South Korea has no other choice. Esports may be a chance to turn things around. Other countries have better development methods and do not look down on esports, let alone regard it as a national strategic development plan.
It's fair to say that only the slightly peculiar thought processes of the Koreans would allow the government to take the lead in doing something like this.
And as it turns out, the results were quite good.
The day after the opening of the competition, TV Tokyo released the live broadcast statistics.
The number of viewers for the live stream was approximately one million.
This million people are mainly concentrated in the United States and South Korea, with Japan ranking only third.
The live television broadcast was a joint broadcast by multiple television stations. The level of enthusiasm for e-sports in Japan is still not as high as that in South Korea and the United States, which surprised TV Tokyo a little. They thought they could find a different path through this event broadcast.
It seems that the Japanese people are still more conservative, with traditional sports events still dominating, and they are not yet able to accept this new form of competition.
In South Korea, thanks to government promotion and the popularity among young people, the viewership ratings are quite good.
The United States goes without saying.
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