BioNano Genomics Inc vs Dolby Laboratories, Inc. — how do they compare? BioNano Genomics Inc trades at $1.18 (market cap $13.20M), while Dolby Laboratories, Inc. trades at $49.16 (market cap $4.59B). The key difference: Dolby Laboratories, Inc. is far larger — about 347.7× BioNano Genomics Inc's market cap, and Dolby Laboratories, Inc. pays a 2.91% dividend while BioNano Genomics Inc pays none. Which is the better fit depends on your goals.
| BNGO | DLB | |
|---|---|---|
Market Cap | $13.20M | $4.59B |
Sector | Health | Industrials |
52-Week High | $4.92 | $76.79 |
52-Week Low | $1.09 | $48.51 |
Enterprise Value | $15.81M | $4.04B |
Dividend Yield | — | 2.91% |
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Dolby Laboratories (DLB) trades at $49.36, down 0.88% on the day, with a bearish technical outlook. The company maintains strong fundamentals, including a P/E of 19.59, a net income margin of 17.85%, and consistent earnings beats in recent quarters. Recent news highlights include its role in powering immersive audio for the FIFA World Cup 2026 coverage and recognition as a top supplier by General Motors.
The stock presents a value opportunity given its discount to the analyst consensus price target of $87.50, but faces near-term headwinds from bearish technical signals and cyclical end-market exposure. Upside potential hinges on continued licensing growth and execution, while risks include market sentiment and competitive pressures.
Trailing returns across standard periods
Latest headlines on both assets
Bionano Genomics Inc is a life sciences instrumentation company in the genome analysis space. It is engaged in the development and marketing of the Saphyr system, a platform for ultra-sensitive and ultra-specific structural variation detection that enables researchers and clinicians to accelerate the search for new diagnostics and therapeutic targets and to streamline the study of changes in chromosomes.
Read more on BNGO →Dolby Laboratories Inc develops audio and surround sound for cinema, broadcast, home audio systems, in-car entertainment systems, DVD players, games, televisions, and personal computers. The company generates three fourths of its revenue from licensing its technology to consumer electronics manufacturers around the world. The rest of revenue comes from equipment sales to professional producers and audio engineering services.
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