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SSD Adoption in Notebooks May Hit 40% by Year’s End Due to Maturation of TLC Products and Rising HDD Prices, Says TrendForce

27 May 2016

In the mainstream PC-Client OEM SSD market for the second quarter, the average contract prices of TLC- and MLC-based products respectively fell 4~11% and 6~10% compared with the prior quarter, according to DRAMeXchange, a division of TrendForce. Looking ahead to the third quarter, the overall supply-demand situation in the NAND Flash market may become more balanced.

Global Branded NAND Flash Revenue Fell For Second Consecutive Quarter to US$8.06 Billion

20 May 2016

In the first quarter of this year, the average contract price of NAND Flash chip fell by about 10% compared with the previous quarter due to persistant market oversupply. During the same period, the prices of eMMCs and Client-SSDs also dropped 13~18% quarterly as a result of steep decline in shipments of smartphones, tablets and notebooks.

TrendForce Reports Falling Prices Caused Global DRAM Revenue to Drop 16.6% in First Quarter

17 May 2016

DRAMeXchange, a division of TrendForce, reports that the global DRAM industry posted US$8.56 billion in revenue in this first quarter, down 16.6% from the previous quarter. Market oversupply and sliding average selling price were the main culprits behind the revenue decline.

China’s 13th Five-Year Plan Steers Domestic Semiconductor Companies to Sectors That Will Form an Autonomous IC Industry Ecosystem, Says TrendForce

5 May 2016

The Chinese government officially released the 13th Five-Year Plan this March. In this broad national economic roadmap, two initiatives – the upgrading of modern industries and the expansion of the country’s Internet economy – will have significant influence over the development of the Chinese fabless IC design industry.

TrendForce Expects Hardware Advances to Drive VR Market and Wireless VR Headsets to Arrive After 2017

28 April 2016

Virtual reality (VR) has made significant progress in the consumer market as major technology companies roll out competing products. According to the global market research firm TrendForce, the 9 million out of the estimated 105 million units wearable devices shipped this year will be VR-based products. Gaming has emerged as the first major consumer application for the VR technology, said TrendForce analyst Ariel Chen.


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