The pace of user migration to graphics cards with support for hardware-level ray tracing worries NVIDIA management so much that it releases the relevant numbers publicly at every opportunity. The investor meeting in March was used to announce an increase in the proportion of GeForce RTX owners from 25 to 29% in January.
Recall that at an industry event in mid-January, NVIDIA CFO Colette Kress announced that this indicator had hit a symbolic milestone of a quarter of the user base. At yesterday’s investor event, which lasted a total of two and a half hours, the chief financial officer made no such statements, but senior vice president Jeff Fisher, who oversees the gaming business, noted in his part of the presentation that the proportion of GeForce owners RTX currently reaches 29% . It goes without saying that this includes both the owners of graphics cards of the Ampere generation and the more mature Turing. According to January stats, Ampere itself accounted for no more than 14% of NVIDIA’s user base.
It found that buyers are paying an average of $300 more to switch to Ampere than they would on previous gaming graphics card upgrades. Over the past five years, gaming revenue has increased by an average of 25% per year, the average retail price of graphics cards has increased by 13% per year, and the number of gaming GPUs shipped has increased by an average of 11% per year. In 2021, the number of users of the Steam service approached 30 million people.
In general, the audience of gamers in the world grew from 2.3 to 3.0 billion people from 2017 to 2021 according to NVIDIA. In the PC segment, their share is about a third of that number. At the same time, the audience of fans of PC games is growing by about 50 million people annually. Among gamers born between 1997 and 2012, the proportion of gamers who spend more than 7.2 hours a week gaming reaches 81%, leaving NVIDIA management with no doubt that high demand for gaming graphics cards is inevitable . That’s what CEO Jen-Hsun Huang said during a Q&A session at yesterday’s event “Demand will explode”. At the same time, he noted that it was the emergence of solutions from the GeForce RTX family that radically changed the landscape of the gaming market.
In the mobile segment, the demand for gaming laptops is growing even faster than for desktop graphics cards. Over the past five years, NVIDIA’s revenue in this segment has grown an average of 34% annually, average selling price has increased 13% each year, and shipments have grown 19%. Last year, almost every fourth laptop sold was in the gaming class. The introduction of the Studio platform allows NVIDIA to attract graphics professionals who enjoy gaming in their free time. In the gaming segment, such consumers increase the average retail price of laptops by 10%, and in the professional market, gamers increase the number of products sold by 10%. The potential of the gaming market as a whole is estimated by NVIDIA management at $100 billion in annual revenue, and that’s not the biggest niche the company has to conquer, though it now provides it with about half of all revenue.