Workstation report
Strong gains for the workstation market in Q2’10, but more moderate growth on the horizon
The workstation market posted another round of solid numbers in the second quarter of 2010, but that growth is expected to slow in Q3. The industry shipped 795,000 workstations worldwide in Q2, resulting in sequential growth of 9.6% and a year-over-year increase of 32%. The 32% number matched the largest JPR has seen since Q1'06, though that shouldn't be surprising when considering how dramatically the market had fallen by Q2'09
Dell and HP once again in a deadlock for market leadership
The story's now sounding very familiar. In the second quarter, HP and Dell were once again in a virtual tie for leadership in the workstation market. Dell just nudged HP in units, but by JPR's estimates, HP nosed out Dell in revenue. For yet another quarter, JPR calls this race a tie.
Expect future growth to moderate
The industry's had some hints that the workstation numbers for the second quarter were going to be strong. The industry has a consistent leading indicator for workstation market performance coming from the related market for professional graphics hardware. That market for professional GPUs (graphics processing units, either add-in cards or mobile modules) had been on a hot run, exceeding growth expectations for the preceding four quarters, especially Q1'10, which posted an all-time high of 1.3 million units. All those professional GPUs have to go somewhere, and the vast majority eventually ship in workstations. As professional GPU shipments rise, then so will workstation volume.
By contrast, the professional graphics hardware market moderated in the second quarter, essentially flat from Q1. Accordingly, we expect workstation growth to continue into the third quarter, it's likely to advance at a more modest pace. And given concerns that the previous quarters' exceptionally hot numbers were hinting at a market getting too far ahead of itself, that moderation is probably a healthy thing.
Table of Contents
TOC
- Methodology
- New for Q4’09: tracking by EMEA sub-region
- No longer tracking Traditional Proprietary Workstations, effective Q3’08
- Some – but not all - white-box coverage
- Workstation shares by machine class
- Workstation shares by vendor
- Dell and HP once again in a virtual deadlock for market leadership
- Workstation distribution by vendor within class
- Breaking down the market by platform
- Intel the virtually exclusive owner of the workstation platform
- 1S vsS shipments
- Segmented by operating system
- Tier 1 distribution of workstations by geography
- The workstation market is truly global
- EMEA and APexJ: breakdowns by sub-region
- Full-year calendar 2009 results for workstations
- After several quarters' rebound, the market for professional graphics stabilizes
- Add-in card ASPs flat in Q2'10
- Professional graphics hardware market breakdown by product class
- ATI vs. Nvidia: the more things change, the more they stay the same
- Full-year calendar 2009 results for professional graphics hardware
- Outlook on the workstation and professional graphics markets
Tables
- Table 1 Total workstation market (worldwide, in K units)
- Table 2 Total workstation market revenue (in $M)
- Table 3 Typical Q2’10 characteristics of workstation classes
- Table 4 History of workstation unit share by vendor
- Table 5 Quarterly distribution of Tier 1 workstations by architecture—unit share by vendor/platform
- Table 6 Historical share of Windows and Linux in x86 based workstations
- Table 7 Total workstations shipped by year (units and revenue)
- Table 8 Yearly workstation ASPs (in dollars)
- Table 9 Growth (loss) of Tier 1 vendors’ unit shares
- Table 10 Worldwide shipments of professional graphics (K units, including mobiles)
- Table 11 Worldwide quarterly revenue of professional graphics add-in cards ($M, no mobiles) 33
- Table 12 Professional graphics hardware classes and price bands
- Table 13 Professional graphics market share history by vendor (units)
- Table 14 Professional graphics hardware, yearly totals
- Table 15 Professional graphics add-in card ASPs, yearly
Figures
- Figure 1 Workstation ASPs over time
- Figure 2 History of overall workstation unit distribution, by class
- Figure 3 Dell not ready to relinquish market leadership
- Figure 4 Shares of mobile workstation units, by vendor
- Figure 5 Shares of Entry class workstation units, by vendor
- Figure 6 Shares of Mid-range workstation units, by vendor
- Figure 7 Shares of High end workstation units, by vendor
- Figure 8 Intel shipments into Tier 1 workstation market by processor (unit share of Intel platform by processor)
- Figure 9 Intel’s Xeon brand showing up in more of the 1S space
- Figure 10 The rise and fall of Opteron in the workstation platform
- Figure 11 Share of dual-capable (not necessarily dual-populated) workstations as a percentage of all deskbound systems
- Figure 12 Attach rate for the 2nd CPU in dual-capable deskbound workstations
- Figure 13 Geographic distribution (by unit shipments) over time
- Figure 14 Tier 1 vendor shares of U.S. over time
- Figure 15 Tier 1 vendor shares of EMEA over time
- Figure 16 Tier 1 vendor shares of Japan region time
- Figure 17 Tier 1 vendor shares of Asia/Pac (excluding Japan) over time
- Figure 18 Tier 1 vendor shares of Rest of World (ROW) region over time
- Figure 19 Asia/Pacific (excluding Japan) breakdown by sub-region
- Figure 20 China sub-region, breakout by vendor
- Figure 21 India sub-region, breakout by vendor
- Figure 22 Rest of APexJ sub-region, breakout by vendor
- Figure 23 EMEA breakdown by sub-region
- Figure 24 WE sub-region shares, by Tier 1 OEM
- Figure 25 CEE sub-region shares, by Tier 1 OEM
- Figure 26 MEA sub-region shares, by Tier 1 OEM
- Figure 27 Overall yearly workstation unit share by vendor
- Figure 28 Overall yearly workstation revenue share by vendor
- Figure 29 Worldwide shipments of professional graphics (K units, including mobiles)
- Figure 30 Professional graphics card ASPs, by class over time
- Figure 31 Professional graphics unit share history, by class
- Figure 32 Professional graphics add-in card revenue share history, by class
- Figure 33 Vendor unit share history: mobile professional graphics segment
- Figure 34 Vendor unit share history: professional 2D add-in card segment
- Figure 35 Vendor shares of combined High+Ultra-high professional segment over time
- Figure 36 Vendor unit share history: mid-range 3D add-in card segment
- Figure 37 Vendor unit share history: entry 3D add-in card segment
- Figure 38 Workstation market forecast (units)
Whitepapers
{prod_page}The Social Web and its Implications
The Social Web and its Implications
“The Web is more a social creation than a technical one. I designed it for a social effect – to help people work together – and not as a technical toy.” – Sir Tim Berners-Lee, inventor of the Web
Media is an “attention economy”; every product - book, television show, website, etc. - vies for attention, and tries to derive financial benefit from it – through advertising, subscription, increased sales, ancillary sales, new members, etc. And, users’ attention has become the scarce commodity. As Bruce Sterling puts it, “In the Information Economy everything is plentiful -- except attention.”
Social media is dramatically changing the fundamental forces of that economy: who pays attention to what, who influences such decisions, how that is tracked and measured, the speed of response, and how it’s monetized. If you think about it, the word “viral” hardly existed in our vocabulary before social media? Now it’s in constant use without the slightest reference to illness.
Just as an example, Google, the uncontested titan of attention monetization on the Web, with $4.2B profit in 2008 and ads on millions of websites, is seriously threatened by Facebook, with their 300M+ user (one of every four Internet users) who’s highly personal activity is outside its reach.
The Social Web is not just a fad; it is a fundamental shift in how humans communicate, interact, collaborate, create, inform themselves, prioritize, organize, buy, sell, and play. It is your customers, your friends, your family, your employees, your constituents, your shareholders, and, like it or not, you.
Social media is to the Web what electric motors were to electricity, the quantum leap in utility that took a magical new technology and transformed society. Rapid innovation is making a reality of what Berners-Lee called, in 2007, the Giant Global Graph (GGG), the "social graph" connecting everyone everywhere independent of platform or application.
This market study is designed to help you understand this transformation, how it affects you and the world around you, and most important, how to use the changes it brings. It covers a broad range of uses, behaviors, and applications; provides detailed statistics on many of them and the space overall, concisely describes and connects key concepts; and provides signposts for further investigation.
Table of Contents
- Executive Summary
- Introduction and scope
- Why care?
- Organization
- Executive Summary
- Overview
- Common Behaviors
- Impact on the Enterprise
- Going Deeper
- How to use this study
- Key Findings
- Methodology
- Intended Audience
- Market Sizing
- How to profit from it?
- Overview
- What is social media?
- Key Concepts
- Summary
- Common Behaviors
- Networking
- Sharing
- Signaling
- Collaboration
- Networking
- Social Signaling
- Broadcasting
- Blogs
- Podcasts
- Facebook Updates and Twitter Statuses
- Lifestreaming
- Social Bookmarking
- Location sharing
- Related services
- Receiving aka “Following”
- Content Sharing; User-generated Content
- Photos
- Video and news
- Music
- Opinions and Reviews
- Recommendation
- Rating
- Collaboration and Crowd-sourcing
- Wikis
- Collaborative Data
- Emergency Response
- Citizen Journalism
- Collective creation
- Affinities and Niche Networks
- Answering questions
- Peer-to-peer lending and donation
- Travel
- Innovation Challenges
- Virus Forecasting
- Bull detection
- Smart Mobs
- Art Curation
- Miscellaneous
- Politics and Government
- Real-time translation and inter-cultural dialogue
- Government 2.0; E-Gov
- Petitions
- Recruiting
- Military
- Creative
- Gaming
- Massively multi-player online games
- Virtual Worlds
- Digital Identity
- APIs
- Politics and Government
- Facebook –
- Facebook Connect -
- Friendfeed
- Analytics
- Twitter Analytics
- URL shorteners
- Broadcasting
- The life span and the potential; TAM and forecast
- Twitter
- Understanding it
- The Platform
- Reality Check
- Ambient Awareness
- Business model
- The API
- URL shortening
- Practical uses
- Attention
- Search
- Trend research
- Human resources
- Work
- Brands
- Shopping
- Journalism
- Public sphere
- Social
- Conferences
- Collaboration
- Travel / Location
- Family
- Humor and Art
- Data Mining
- Software tools
- Issues / Problems
- Reliability
- Signal to Noise
- Within the Enterprise
- Expectations
- Selling it internally
- In short, social media is where the growing action is, and ignoring it is simply no longer an option.
- Social Market Forces
- Changing landscape
- Vendor Relationship Management
- Customer Service
- Behavioral Advertising, Permission Marketing, and Infomediaries
- Real-time accountability and transparency
- Out-bound: Communicating with Social Media
- Best Practices
- The Basics
- Basic Case Studies
- More advanced
- Getting creative
- In-bound: Brand Monitoring and Tracking
- Best Practices
- Examples
- Tools
- Overall traffic monitoring and comparing
- Social media monitoring
- Source aggregation
- Blog search
- Microblog search (Twitter, Jaiku, identi.ca …)
- Multi-source search (blogs, microblogs, Google News, …)
- General Utility
- Engagement analytics
- Aggregation of search results from multiple sources
- Dashboards
- Miscellaneous
- Risks/Problems
- Lost productivity?
- Conclusion
- Appendix A
- Bibliography / links to sources
- Appendix B
- Key Statistics
- Overall Internet use
- International growth
- How we spend our media time
- Distribution and Growth of Social Media sites
- Behavior of Social Users
- Statistics by application
- YouTube
- Blogs
- Twitter
- Unique visitors
- Demographics
- Wikipedia
- Additions
- Key Statistics
Table of Figures
- Figure 1: Ad revenue of various media in their early years (source PricewaterhouseCoupers, Universal McCann)
- Figure 2: US Internet user’s hours per week (source Jon Peddie Research)
- Figure 3: Projected US Internet user’s hours per week (source Jon Peddie Research)
- Figure 4: Estimated on-line usage of Internet for entertainment (Source Jon Peddie Research)
- Figure 5: Elf Yourself captured over 100 million visitors during the Christmas season. The results were even better when Office Max sponsored Elf Yourself
- Figure 6: Comparison of website traffic (Source Alexa)
- Figure 7 - from Visual Complexity via ReadWriteWeb
- Figure 8: Who are the real friends? (source: Beth Kanter @kanter)
- Figure 9: the Long Tai – users vs. time (source: Wikipedia)
- Figure 10: Social Networking is evolving through the intersections of people’s interactions– as more people become involved, more content created, applications developed, then intelligence is gathered and distributed. (Source: Jon Peddie Research)
- Figure 11: Facebook is the current leader – for the moment. However early data from Comscore and traffic tracking sites suggest that traffic on Facebook is leveling off.
- Figure 12: According to Comcast growth in Social Networking is relatively stable in the U.S. and it is happening much faster worldwide.
- Figure 13: Worldwide access to the Internet is estimated to be around 1.5 billion people.
- Figure 14: The world is getting interested in social networking and opening up opportunities for new sites. Comscore reported these figures in 2008 – they are similar to the data published for growth for individual sites and for the growth of broadband access.
- Figure 15: Top Twitter users
- Figure 16: flickr.com/futileboy
- Figure 17: Leading URL Shorteners
- Figure 18: Twitter’s capacity message
- Figure 19: U.S. socila media marketing
- Figure 20: The importance of social networking skills in job application
- Figure 21: Reasons for blocking social networking (source Sophos)
TechWatch
TechWatch
As part of our consulting services, we offer our clients a bi-weekly report, Jon Peddie’s Tech Watch. Tech Watch is an opinionated, well-informed report and commentary on the high tech industry. We provide up-to-the-minute information for those who must keep up with the latest in graphics and multimedia trends, technology and products. We have two levels of service for our consulting clients:Jon Peddie’s Tech Watch Premier
This option includes a full subscription to Tech Watch with one day of consulting support, allocable in half-hour increments, and Jon Peddie’s Market Watch, our in-depth quarterly report on the PC graphics industry, including financial statements, unit shipments, and geographic market segments
- One day of consulting support, allocable in half-hour increments
- One printed copy of Jon Peddie’s Tech Watch by mail bi-weekly
- One printed copy of Jon Peddie’s Market Watch by mail each quarter
- Password allowing access to Jon Peddie’s Tech Watch, which can be read online or downloaded in PDF format
- Posting authorization on your company’s Intranet/Internal Network
Jon Peddie’s Tech Watch Pro
Structured for a division within a large corporation, this option includes Tech Watch reports with one half-day of consulting support, allocable in half-hour increments, and password access to Tech Watch online.
- One half-day of consulting support, allocable in half-hour increments
- One printed copy of Jon Peddie’s Tech Watch by mail
- On-line access to Jon Peddie’s Tech Watch for up to 25 individual readers; can be read online or downloaded in PDF format (may not be posted on your company’s Intranet/Internal Network).
Jon Peddie’s Tech Watch Pro Extended
This level is the same as TechWatch Pro, but with a full day of consulting support.
PC Gaming Hardware Market Report
Worldwide PC Gaming hardware Market Report Series
Download Full reports (Purchase required)
- Enthusiast PC Gaming Report
- Performance PC Gaming Report
- Mainstream PC Gaming Report
- All PC Gaming reports and summary
Download Table of Contents & Exec Summarys
- The Enthusiast PC Gaming Market (PDF)
- The Performance PC Gaming Market (PDF)
- The Mainstream PC Gaming Market (PDF)
- Total PC Gaming Hardware Market (PDF)
These reports provide the hardware TAM for Enthusiast, Performance, and Mainstream Gaming PCs, AIBs, and peripherals for major international regions and specific countries within these regions. This report includes data for 37 countries in seven regions delivered in Excel spreadsheets. The reports are a combination of top down and bottom up analysis. The Top-down portion of the report analyzes hardware based on AIB shipments and subsequent PC shipments from 2008 to 2012. It is also based on various macro financial analysis and growth rates. The Bottom-up portion is based on the strength of PC gaming in individual countries worldwide and also the type of gaming popular in various cultures. The Top-down portion is based on worldwide shipments of GPU’s as well as some economic data. The Appendix offers a detailed step by step methodology and an architecture discussion.
For purchasers of the full set there is an additional summary report, and an extensive glossary of terms.
This report is delivered in a set of spreadsheets and is supported by a written overview (illustrated in the TOC and Exec summary samples available above).
Multiple Display Market
The Multiple Display Market and Consumer Attitudes
Executive Summary
The number of users who employ a multiple-display system is increasing, and there are some natural and subjective reasons that are holding back that expansion.
- Almost everyone contacted agrees there is a need for a multidisplay system and believes he or she would realize increased productivity by having more screen space for their electronic desktop.
- Productivity estimations average to 42% improvement.
- Primary applications users expect to benefit from multi-displays are content creation, general office use, gaming, and CAD.
- Obstacles to obtaining additional displays are: price, Desk/office space, confusing to use, and heat, noise, radiation.
- Fifty-four percent of the people surveyed who are not users of multiple display systems said they plan to obtain additional displays within a year or less.
- Thirty-two percent of the people surveyed said they were using multiple displays now, and 55% of the non-users said they want to or plan to use multiple displays in the very near future.
- Forty-two percent of the mobile computer users surveyed said they use a multiple display setup, and 71% of them said they use it in an extended desktop mode.
- The number of systems that are currently being equipped with multiple displays is estimated to be 2,728,000 or 1.9% of the units shipped in 2002.
- The market is expected to grow to three-percent of the annual shipments of all types of PCs, and that may be a conservative
Lack of user awareness
There seems to be a real opportunity for differentiation by the card companies to make a big deal about multi display from one card. The card and chip companies seem to treat it as an Oh by the way. Also, it's a self fulfilling prophecy that not many people use them there fore we won't spend any money advertising them. Said one respondent, "Multiple displays could become more prevalent if the public was educated about using the feature."
Another commented, "Never viewed multiple displays in computer stores," and another said, "There is too little information and knowledgeable help in stores. I would buy a second monitor sooner if I knew more about setting-up of dual monitors on PCs."
Several of the respondent's comments indicated the survey introduced them to the concept of multiple displays. One respondent said, "Not sure I know what you are referring tomultiple display???" Another commented, "Sounds great, don't know enough to comment more." Many asked for more information about it.
The conclusion seems obvious, users will benefit from multiple displays, modern operating systems can support multi-tasking, modern computers have plenty of power to run multiple applications, and almost all graphics controllers being shipped for their last two to three years can support multiple
Table of Contents
Executive Summary 1
Lack of user awareness 1
Multi Display Market Assessment 3
Why Multi-display? 3
The more you can see, the more you can do
3
User Survey
6
Methodology 6
What are the advantages of using multiple
displays? 11
How are people using multiple displays now?
11
Multi-display use by mobile users 13
Applications that could be used more effectively
with multiple displays 16
Non-users of multiple displays 22
Awareness that more than one monitor
can be run from a asingle PC 22
Why haven't/aren't non-technical users taking
advantage of multiple displays? 23
Reasons for not using multiple displays 24
Non-users want multiple displays 24
Shipment trends 31
Desired features 33
Summary 34
Appendix
A-1
Applications that benefit from a Multi-display
system A-1
Survey
A-5
Interesting multi-display web sites .A-7
Comments from survey
A-8
Table of Tables
TABLE 1. Applications that benefit from multiple displays 17
Table of F igures
FIGURE 1. Job function of respondents 6
FIGURE 2. Activity of respondents 7
FIGURE 3. Major activities of respondents
8
FIGURE 4. Geographic distribution of respondents
9
FIGURE 5. Geographic distribution within the
U.S 9
FIGURE 6. Categorization of users 10
FIGURE 7. Respondents who use more than one
display 10
FIGURE 8. Advantages of using multiple displays .11
FIGURE 9. Place of use of multiple displays 12
FIGURE 10. Use of multiple displays at home
and work 13
FIGURE 11. Road warriors who use multiple
displays 14
FIGURE 12. Use of multiple displays with laptops
14
FIGURE 13. Three displays in a game 16
FIGURE 15. A five panel multi-display system
19
FIGURE 16. Display preference 20
FIGURE 17. Display orientation preference
of users 21
FIGURE 18. Awareness of multi-display capability
22
FIGURE 20. Non user's desire to use multiple
displays 25
FIGURE 21. Plans for adding more displays
25
FIGURE 22. Non-users that plan to get multiple
displays 26
FIGURE 23. Applications non-users would employ
27
FIGURE 24. Non-users planned applications
for multiple display 28
FIGURE 25. Expected productivity from multiple
displays 29
FIGURE 26. When non-users plan to buy 29
FIGURE 27. Where non-users plan to buy 30
FIGURE 28. Shipment forecast of multiple display
systems 32
FIGURE 29. Percentage of multiple displays
on all types of PCs 33
FIGURE 30. Distribution of comments A-8
Mobile Devices Semiconductors
Mobile Devices and their Semiconductors
This series includes two reports, "IP and Semiconductor Suppliers Strengths, Weaknesses, Opportunities, and Threats (SWOT)," and a companion report, "Mobile Devices and Their Semiconductors."
The SWOT report found that there are five merchant IP suppliers, five SoC providers with proprietary video/graphics cores, and twelve OEMs that use the IP cores.
| IP | SoC | OEM | |
|---|---|---|---|
| ARM | Broadcom | Freescale | NEC |
| DMP | Nexus Chips | Fujitsu | Renesas |
| IMG | Nvidia | Intel | Samsung |
| Takumi | Qualcomm | LG | STEricsson |
| Vivante | Samsung | Marvell | Texas Instruments |
| MediaTek | Zoran | ||
The JPR report, "Mobile Devices and their Semiconductors," also looked at ten markets for the semiconductor and IP suppliers market forecasts and opportunities for those products and adjacent products.
| DAB-HD radio | Digital Picture Frames |
| Digital Still Cameras | e-books |
| MIDs & Gadgets | Mobile Game Console |
| Navigation | Personal Media Devices |
| Smartphones | Tablets & Smartbooks |
New Opportunities as Consumer Spending Increases
The mobile device market is fragmenting as low-cost, power-efficient processors emerge with advanced capabilities.
The report provides an individual segment historical background of the market from 2006 and forecasts unit shipments for each individual market from 2009 to 2015.
The total available market (TAM) for these multifunctional devices is almost 700 million units in 2010, growing to over 1.3 billion by 2015, representing a CAGR of 14.3%.
"The market for eBooks, tablets, smartphones and other mobile consumer products is exploding, and with the recession behind us, the consumer is ready to start spending again" said analyst Jon Peddie.
These reports are written for:
- Senior management looking for adjacent market opportunities for their products
- Financial analysts who want to understand the mobile device space better and examine companies and their chances for success
- Marketing staff at companies that sell mobile devices and products that work with them
- Technology professionals who want an introduction to mobile technology and mobile devices
- Engineers who need to select a processor for a mobile device
- Press and public relations professionals who need to get up to speed on the mobile devices market, players, and products
This report has been created as a resource to uncover the opportunities for semiconductor suppliers and their IP partners who have traditionally served the non-PC and industrial markets such as POS, medical, and test equipment and to help them extend their technology into what we are calling the "adjacent consumer markets" with a focus on mobile devices for consumers.
Market Watch
Jon Peddie Research announces 2nd quarter PC graphics shipments
Overall graphics chip shipments were up four percent from Q1’10, while desktop discrete GPUs fell 21.4% reflecting the tremendous growth in notebooks.
For the first half of the year, 2010 shipments are 38.6% above the same period last year.
|
CAGR | 2005 | 2006 | 2007 | 2008 | 2009 | 2010 | 2005 | 2006 |
|---|---|---|---|---|---|---|---|---|---|
Total |
14.2% | 269.4 | 316.5 | 351.7 | 373.1 | 414.2 | 525.1 | 269.4 | 316.5 |
Annual |
12.7% | 17.5% | 11.1% | 6.1% | 11.0% | 26.8% | 12.7% | 17.5% |
Table 1: Growth rates from 2005 to 2011
Clarksdale, continued Atom sales for Netbooks, and strong notebook growth helped Intel maintain its leadership position in unit shipments for Q2’10. AMD led the market with the biggest gains for both discrete and integrated desktop products in the company’s history. On a quarter-to-quarter basis Nvidia had double-digit losses in every segment except notebook integrated where they showed a 10% gain in units shipments from last quarter.
| Vendor | This Quarter Market share | last Quarter Market share | Unit Growth Qtr-Qtr | This quarter last year Market share | Growth Yr-Yr |
|---|---|---|---|---|---|
AMD |
24.4% | 21.4% | 19.1% | 18.4% | 32.6% |
Intel |
54.9% | 49.7% | 15.3% | 51.1% | 7.6% |
Nvidia |
19.7% | 28.0% | -26.6% | 29.2% | -32.4% |
Matrox |
0.0% | 0.1% | -16.7% | 0.1% | -34.2% |
SiS |
0.1% | 0.2% | -45.5% | 0.4% | -77.6% |
VIA/S3 |
0.8% | 0.7% | 21.1% | 0.8% | -5.3% |
Total |
100.0% | 100.0% | 4.3% | 100.0% | 0.0% |
Table 2: Market shares
AMD reported their graphics segment revenue increased 8 percent sequentially and 87 percent (year-over-year) to $440 million.
Intel reported “revenue from client chipset and other” of $1.68 billion in Q2.
Nvidia’s fiscal quarter, straddles the calendar quarters. Their next quarter ends in July 31. Total revenue is now estimated at $800 million to $820 million, compared with the range of $950 million to $970 million provided on May 13, 2010.
The revenue shortfall occurred primarily in the consumer GPU business, resulting from increased memory costs and economic weakness in Europe and China. The increased solution cost of discrete GPUs led to a greater-than-expected shift to lower-priced GPUs and PCs with integrated graphics.
A new category – Processor Graphics
This edition of the market watch report includes breakout numbers for the shipments of a new category, Processor Graphics or PG. With the advent of new CPUs with integrated or embedded graphics, we will see the rapid decline in deliveries for traditional chip-set graphics or IGPs (integrated graphics processors.) The PG shipment numbers are included in the total integrated graphics number in this release.
Integrated Graphics Processor report
The Future of Embedded Graphics
Executive Summary
This report covers the development of the market for CPUs with embedded graphics and their impact on integrated chip sets and discrete graphics.
After fifteen years of stellar growth the IGP will cease to exist, replaced by embedded graphics in the processor. Integrated graphics are used in desktop and net top PCs, notebooks, and netbooks, as well as various embedded systems such as point of sale, set-top boxes, and signage systems.
However, this will not, as many believe, impact the discrete graphics and add-in board market. And, because of the long-life supply agreements on some integrated graphics chips in the embedded systems market they will continue to be shipped until as late as 2013.
For a period of time, between 2010 and 2012 there will be three choices for graphics available: traditional discrete GPUs mounted on add-in boards and/or the motherboard, integrated graphics processor (IGP) chipsets, and processors with embedded graphics. One or more of these devices will be employed in PCs.

As Figure 1 shows embedded graphics will become the dominant solution in terms of unit market share. However, discrete graphics won’t be subsumed by embedded There are two solid reasons for this assumption. One is historical and one is strategic:
- Although IGCs took substantial market share from discrete chips, they never totally replaced them. Rather, the arrival of IGCs helped better differentiate the classes of graphics devices giving discrete chips specific roles in computing.
- Secondly, Intel has invested millions of dollars in developing the Larrabee chip. That’s because they believe the well-defined role for discrete chips continues and the company will use its considerable power in the market to support the role of discrete processors.
Table of Contents
- Executive Summary
- Beyond X86
- The beginning of the end
- Definitions & Methodology
- Definitions PLEASE READ THIS
- Methodology
- Primary research for this report
- Secondary research for this report
- Introduction
- The IGC
- SMA
- Embedded memory
- UMA
- The IGP
- Bifurcated market
- Market consolidation
- 2008 the defining year
- Embedded graphics
- The end of the IGP
- Graphics in the CPU
- Why now?
- Netbooks
- Netbooks move to Embedded
- Notebooks
- Definitions fail
- Nettop
- The end of IGPs?
- Not the end of discretes
- Hybrid
- Market forecast
- Desktop
- Notebook
- Total
- Summary and Conclusion
- Glossary
Table of Figures
- Figure 1: Total graphics market for discrete, IGPs, and embedded graphics
- Figure 2: Life time market share of integrated graphics
- Figure 3: Basic FSB architecture with IGP
- Figure 4: Basic AMD architecture with integrated memory controller and Hyper Links
- Figure 5: Intel’s new architecture with serial links and integrated memory controller14
- Figure 6: First CPU with embedded graphics functions (source Cyrix)
- Figure 7: New 32 nm Westmere processor with built-in graphics core (source Intel)16
- Figure 8: Intel’s first generation integrated graphics with processor (Source Intel)
- Figure 9: Intel’s next architecture with embedded graphics
- Figure 10: Speculated organization of AMD’s integrated Fusion chip
- Figure 11: AMD’s embedded graphics architecture
- Figure 12: Asus Eee netbook (Wikipedia)
- Figure 13: Examples of nettops (Wikipedia)
- Figure 14: VIA’s Pico ITX motherboard (Source VIA)
- Figure 15: AMD’s embedded graphics roadmap (Source AMD)
- Figure 16: Intel’s embedded graphics roadmap (Source Intel)
- Figure 17: The move to embedded graphics (JPR)
- Figure 18: AMD’s next hybrid architecture
- Figure 19: AMD’s desktop IGP and Embedded graphics forecast
- Figure 20: AMD’s notebook IGP and Embedded graphics forecast
- Figure 21: Intel’s desktop IGP and Embedded graphics forecast
- Figure 22: Intel’s notebook IGP and Embedded graphics forecast
- Figure 23: Total desktop market of IGP and Embedded graphics forecast
- Figure 24: Total notebook market of IGP and Embedded graphics forecast
- Figure 25: Total IGP and Embedded graphics market forecast
- Figure 26: Total discrete and integrated graphics market forecast
Table of Tables
- Table 1: Comparison of graphics devices by transistor count
- Table 2: Comparison of leading processors by transistor count
- Table 3: Total graphics market with forecast for embedded graphics
Handheld Report
Handheld Multimedia Devices, 2nd Edition
The Handheld Multimedia Devices 2nd Edition, contains 300 pages, 39 tables, and 167 diagrams and illustrations, an extensive appendix and company profiles.
First Look
{prod_page}Digital Content Creation
Digital Content Creation Software Market: all-new 2007 edition
This report provides an overview of the digital content creation (DCC) software market for applications running on PC based computer platforms or UNIX workstations. Digital content creation software enables the creation or modification of digital content, such as animation, graphics, images or video, as part of the production process before presentation in its final medium.
Digital content is visual material stored in a binary format represented by one of the following data classifications:
Time-based material stored as pixels per time interval or samples per time interval, such as animation, film, or video stored as frames per second (fps).
Raster-based material stored as fixed pixels, such as images, pictures and photographs, in a variety of formats including bitmap, jpeg or targa files.
Rendered-based material stored as a mathematical equation or numerical dataset, such as 2D and 3D designs, models and objects or spatial audio, in the form of vectors or a scene graph.
This report covers DCC software in the following segments (in alphabetical order):
3D Modeling and Animation
Digital Video Editing & Compositing
DVD Authoring
Dynamic/Interactive Content Authoring
Graphics and Image Editing
The PC based computer platforms include: Workstation, Performance, Mainstream, and Value PC. For a detailed definition of these segments, please refer to Jon Peddie's Market Watch for PC-based graphics shipments and market activity.
Potential end users for DCC software applications fall into two primary groups:
ProfessionalThe professional group includes end users or facilities that derive primary income directly from using a DCC software application, such as a professional animator, post-production facility or audio recording studio. Also included here are the semi-professionals. These individual end users or facilities also derive income as a result of their use of a DCC software application or are part of a support organization, such as a wedding videographer who works on weekends or a video communication services group in a large corporation.
ConsumerTwo classes of users exist in the consumer group. The first type of customer is the prosumer who uses a combination of professional grade and entry level tools, but does not derive any significant income from using a DCC software application, such as a group of local musicians, video enthusiast or public cable access programming. The second customer is the true consumer or home user. These individuals use less expensive entry-level DCC applications for personal enjoyment, such as creating home video of their child's sporting event or retouching family photos taken with a digital camera. By definition, the true consumer or home user derives no income from the DCC applications. Applications for consumers typical cost less than $100 at the point of purchase and anything higher is generally considered too expensive.
DCC
{prod_page}CAD report
CAD Report 2010
Right along with the rest of the world, the Computer Aided Design (CAD) industry suffered severe setbacks in the recession of 2008-2009. Fortunately, in 2010 world economies are recovering and so are parts of the CAD industry. Because CAD tools are used in architecture, manufacture, plant design, assembly, tool design, mapping and Geographical Information Systems (GIS), recovery is decidedly uneven. For example the architecture industry was the first to feel the recession and it will take the longest to recover. On the other hand, the automotive industry, which saw a spectacular meltdown in 2009, is coming back more quickly. As with all recessions there are benefits to be realized in a slowdown and in some cases those benefits are already showing up in 2010.
Jon Peddie Research (JPR) estimates the CAD software market to be $5 billion in 2009. This is a 23% decrease compared to 2008 when the market reached a high of $6.7 billion. All industries in all geographies felt the effects of the recession. The market will grow in 2010 but it will not recover to the high levels seen in 2008, which was unnaturally fueled by financial bubbles. As difficult as the recession in 2009 has been and will continue to be for many companies, it will serve as a jump start for long term growth as many companies take the time afforded by a slow down to move to advanced technologies and retrain workers.
Inevitably, this same process is driving many workers out of the CAD industry. The contraction is tightest at the bottom rungs of the CAD work force where CAD operators or CAD drafters move on to find new opportunities. JPR estimates that at least 200,000 workers have left the CAD industry worldwide. In the coming years there will be increased opportunities for CAD workers who can take advantage of new software capabilities to increase their companies' efficiencies. In the architecture related fields, these opportunities will come to people who can help their companies move to a Building Information Management (BIM) workflow. In manufacture, we are seeing new opportunities appear in improving Product Data Management/Product Life Management/Customer Relationship Management (PDM/PLM/CRM) workflows, and analysis. In all segments of the CAD industry, rendering is become a mainstream capability across the board as workers become interested in creating their own visualizations.
In 2010, the CAD market will grow to $5.4 billion, a modest increase of 5%. We expect the CAD market to fully recover by 2013/2014.Table of Contents
Worldwide CAD Market Report
- Introduction
- Executive Summary
- A summary of findings
- Part I: CAD Market Overview
- Market Share Leaders.
- 3D taking over
- 64-bit critical
- Solid modeling key
- Architectural vs. manufacturing: the move to 3D plays out different.
- The users: the 2D base and 3D elite
- Geographies
- Manufacturing CAD
- AEC, Architecture, Engineering, and Construction
- The Mac market
- CAD programs for the Mac
- CAD on the Mac an overview of the shifts happening in 2008-2009
- Mac3D
- Sketching and drawing
- Summary
- Process and Power.
- Issues in P&P
- Consolidation in Process & Power
- The Mac market
- Forecasts
- Economic indicators.
- Forecast Conclusion
- Part II: Trends in the CAD Industry
- CAD in the cloud
- SolidWorks in the cloud
- The transition to 3D
- Direct Modeling
- Multi-CAD
- Hardware advances
- 64-bit computing
- Multi-Core
- Gaming
- Globalization and new efficiencies
- DCC and CAD come closer
- Verticalization
- Architectural CAD — 3D acceptance and BIM.
- Design/Build
- BIM defined
- Construction - Operations and maintenance (O & M)
- Facilities Design
- MCAD
- Leading issues in MCAD
- Ease of Use
- Analysis
- Redefining the channel
- Bentley changes subscription model
- Globalization
- Leading issues in MCAD
- Visualization
- The battle of the renderers
- Industrial Design
- Autodesk
- SolidThinking
- SolidThinking Inspired
- SpaceClaim
- Thoughts on Industrial Design
- Free CAD/Open Source
- Alibre’s Free 3D XCAD
- Bricsys
- Siemens offers Solid Edge 2D for free
- Think3 offers free2D
- SketchUp
- CoCreate
- The Future of Free
- Conclusion
- CAD in the cloud
Bulletins
{prod_page}Add-in-Board report
The anticipated rebound for the graphics add-in board market materializes in Q3’09
The bounce lagged the broader graphics market, but very welcome nonethelessBetter late than never. While a market rebound for graphics add-in boards (AIBs) didn’t occur in sync with the broader graphics hardware markets, it did eventually materialize in the third quarter.
The market (along with most others) had suffered a major drop in Q4’08. Volume flattened in the first quarter as drained-down inventories regained some lost weight, and Q2’09 mercifully showed demand stabilizing and more evidence the market had bottomed.
What was in store for the third quarter? We had been expecting a bounce in the second half, with the first signs to be manifested in Q3’09. And to the relief of many, that’s how the story unfolded. The quarter saw 20.3 million graphics cards shipped, up 21.0% sequentially, a particularly robust number considering the two major vendors were on the tail end of product cycles. Even in the context of a year-over-year measure, the quarter’s 7.2% decline was significantly more moderate than the firm had seen in the previous quarters.
| Q3’08 | Q4’08 | Q1’09 | Q2’09 | Q3’09 | |
|---|---|---|---|---|---|
AIB units (M) |
21.92 | 15.20 | 16.32 | 16.81 | 20.34 |
Growth - year-to-year |
-15.2% | -42.7% | -33.1% | -15.0% | -7.2% |
The AIB market gets its bounce, albeit delayed
The market’s rebound turned out a bit belated, as the broader market for graphics hardware had already seen its bounce. In Q2’09, overall shipments for graphics — including integrated graphics processors (IGPs) — rose at a substantial clip, up 31% sequentially and an even more impressive 4% year-over-year. Yet AIB shipments in the same quarter were generally flat from Q1.
The reason? We attributed the dynamic to more hesitant buyers with tighter wallets in Q2. As frugal buyers cautiously made their way back to the marketplace, they tended to opt more for lower-performance — but essentially free — IGPs over add-in boards. But thanks to improved consumer confidence, more AIBs left retail shelves (and PC assembly lines) in the third-quarter.
Not surprisingly, the battle lines for Nvidia vs. AMD relatively quiet in the third quarter
A quiet before a coming storm, the third quarter proved to be a virtual stalemate in the Nvidia vs. AMD war, with the latter managing just a one point gain in unit share. By contrast, Q4’09 promises to be anything but quiet. AMD’s got a brand new set of graphics cards ready for the holiday (and Windows 7) season. Its launch of the Evergreen (Radeon HD 5000 series) generation has equipped the company with strong offerings for the Enthusiast and Performance segments, ready to entice somewhat-more-optimistic consumers.
Nvidia, however, will have to get by this holiday season with previous-generation products, as it hustles to get products based on its ambitious Fermi generation ready for (what appears to be) the first quarter of 2010. The one potential snag for AMD is the broadly reported, less-than-stellar ramp of 40 nm product coming out of TSMC. Nvidia’s relying on 40 nm as well, but should TSMC’s struggle with yield be limited to the fourth quarter, and not Q1’10, then it will be AMD that will primarily suffer, not Nvidia.
3D PCs–Stereovision in PC’s
3D PCs–Stereovision in PC’s
An in-depth look at the emerging Stereo 3D (S3D) PC market. Titled, “Stereovision in PCs,” The report finds that the S3D market is poised for rapid growth in the immediate future. Close to one million dedicated S3D PCs will ship in 2010. That number will grow to 75 million by 2014 as S3D becomes ubiquitous.
|
2010 |
2011 |
2012 |
2013 |
2014 |
CAGR |
|---|---|---|---|---|---|---|
PCs sold for S3D |
0.86 |
6.10 |
29.54 |
60.65 |
75.00 |
206% |
S3D capable GPUs |
125.03 |
134.4 |
141 |
144.62 |
149.99 |
5% |
(Shipments in M units) |
||||||
Although most PCs will be S3D capable due to the GPUs that are in them, not all PCs will be S3D PCs because they need a special monitor, glasses, and appropriate content. .However, S3D PCs will be very attractive to several important market segments. JPR expects to see S3D PCs achieve a much higher growth rate than their more traditional counterparts and, of course, they will have a higher ASP. As a result, the S3D PC market will be very attractive to PC manufacturers and content suppliers.
JPR’s report, provides forecasts for the unit sales of the seven major applications that will take advantage of S3D on the PC:
- PC: Games
- Blu-ray DVD movies
- Streaming TV (IP TV)
- Photo-editing
- Home video editing
- Streaming video (from YouTube and other sites)
- Professional graphics (CAD and visualization)
3D Modeling and Animation Market
3D Modeling and Animation Market Study
If the 3D market is on the verge of major breakthroughs, and we believe it is – it must first suffer the same disappointments and cutbacks experienced by businesses during these hard times. There are very encouraging signs that new markets are opening up for 3D and here are larger opportunities in more traditional markets, the industry is going through a period of contraction and consolidation. As difficult as it is for all participants, this is often a prelude to growth and we believe that is true now.
The 3D Modeling and Animation market reached $237 million in 2008. Reflecting a difficult economy, the market will decline in 2009 to $221– and we expect it to remain essentially flat in 2010 as well.
However there is promise for new growth beginning in 2011 as new markets evolve, 3D on the web begins a new era, and it is hoped, digital film distribution new stereo 3D movies, and the recovery of world markets will increase demand for new movies. The game market is uncertain, but new platforms are increasing the demand for games in general and we believe 3D games will be an important part of that trend. Finally, postponed upgrades, and pent-up demand for expansion and new features will begin to have an effect in the second half of 2010.
A little more about the game industry: the game industry is the largest consumer for 3D modeling and animation software today. The trend will continue – however even the game industry is under siege as wallets clamp shut due to a falling economy. At the first half of 2009, the game companies are cautious and they’re reining in investment.

Table of Contents
3D Modeling and Animation Market study
- 3D Modeling and Animation
- Introduction
- Methodology
- Introduction
- Executive Summary
- Trends
- Positive
- Negative
- Trends
- The market
- Geographic Distribution
- Segments
- Film and TV
- Stereoscopic 3D movies and TV
- The independents challenge Hollywood
- Game Development
- 3D Worlds
- Worlds summary
- Visualization and Commercial Art
- Rendering goes mainstream – an overview
- Anark
- ARTVPS
- BunkSpeed
- Caustic Graphics
- Luxology
- Rendering from Nvidia
- RayScale
- Mental Images
- studio|gpu
- RTT
- Rendering goes mainstream – an overview
- Rendering summary
- Physics
- Segments summary
- Future indicators
- Free 3D
- Blender grows
- Daz 3D
- Luxology’s unlimited demo model
- Microsoft sets Caligari free … and dumps it
- Vendors try to streamline 3D modeling process with easy tools
- Animeeple
- Evolver
- Game Salad
- Wild Pockets
- 3DVIA Virtools
- The consumer opportunity
- Subscription pricing draws flak
- The Mac grows in importance
- Exchange formats
- Adobe extends 3D capabilities
- Strata 3D
- Daz releases 3D bridge for Photoshop
- Maxon takes advantage of Adobe’s support for 3D
- Digital Anarchy Announces 3D Object Creation Software for Adobe Photoshop
- Mobile computing/lightweight gaming
- Summary to trends
- Users
- Professional
- Casual
- Forecast
- Summary
- Appendix
- The products
- What’s new
- Autodesk acquires Softimage and RealViz
- 3DS Max gets major overhaul
- Virtools
- Direct 3D modeling -- sculpting
Table of Contents
Table of Figures
- Figure 1: DCC market value over time. The market is going through a slow down as the economy takes its toll on advertising and credit for filmmaking.
- Figure 2: The 3D Modeling and Animation market reached $237, an increase of 8% over 2007 when the industry reached $219 million. The market is expected to decline in 2009 as companies pull in spending on advertising and marketing.
- Figure 3: Film/TV and Game Development are giving back the gains they made in 2008. TV has been the hardest hit due to a reduction in advertising spending. Although the game industry has been relatively resilient in terms of sales, the inability of game developers to produce games efficiently has negatively impacted the industry and layoffs ripped through the game development centers in 2009. Likewise, the CAD markets have been severely impacted causing interest in visualizations to go down as well.
- Figure 4: The Film/TV segments are expected to see growth in 2010 as emerging markets recover and the advertising industry responds to growth in the U.S. market. Game development will grow but 3D game development could see slower growth as the industry grapples with efficiency issues.
- Figure 5: The 3D Modeling and Animation market reached a high of $237million in 2008.
- Figure 6: A look at market shares for 2009 – the major companies dominate the market and with Autodesk taking over 50% of the market. Yet, even as Autodesk solidifies its lead there is opportunity for smaller companies.
- Figure 7: The Mac market for 3D Modeling and Animation reached $35.3 million in 2008. The Mac has become an important platform for 3D modeling and animation. The Mac is a preferred platform for advertising agencies and for some video applications including independent filmmaking and advertising. It is not used much in game development because the Mac has not yet become a major platform for game play.
- Figure 8: Western Europe and North America have dominated the 3D modeling and animation market. Outsourcing content creation has been slow to catch on in many segments. We see that changing with India and Eastern Europe mounting determined campaigns to win new business.
- Figure 9: The two largest segments for 3D modeling and animation are game development and film/TV. However, commercial art has grown considerably and represents an opportunity for less established companies.
- Figure 10: The U.S. studios have seen their growth rates slow and revenues for the first quarter of 2009 have been down compared to last year. It’s interesting to note that the companies have diversified considerably with Time Warner, Walt Disney and Viacom all having divisions in movies, TV, games, interactive and other segments. However, their diversification has not insulated them from the fluctuations of world economies.
- Figure 11: The pace of the conversion to digital screens is picking up worldwide. The conversion to digital will enable less expensive distribution, better quality screenings, and ease the addition of 3D capabilities. US studios are aggressively pursuing the transition.
- Figure 12: The world is gaining on Hollywood. The MPAA refers to any film made outside its membership as “independent”
- Figure 13: Theater owners are actually seeing an upturn in 2009 thanks to the release of several blockbusters including Monsters vs. Aliens, XMen Origins: Wolverine, Up, and Paul Blart; Mall Cop. In 2008, ticket sales were down to 2.6% 1.36 billion in the U.S.
- Figure 14: on the basis of revenues, the game business looks like it’s booming but the game business is unique for the high expenses in development and marketing. The accompanying table helps draw a real picture. In addition, the spectacular jump in Activision’s revenues comes as a result of mergers combining Vivendi’s game business and Blizzard.
- SFigure 15: Game developers are spread out all over the world. The above chart includes all form of game development including casual games as well as 3D games.
- Figure 16: There are millions of people who visit online worlds regularly. If you add up the reported numbers, the total comes to over 41 million. We developed the chart by using reported population totals (which are invariably high), subscriptions where applicable, monthly totals, and page hits to get a more reasonable mid-range number. There is undoubtedly overlap between worlds but fans of worlds tend to settle down to a particular place.
- Figure 17: The revenue picture for 3D worlds looks quite different from the population picture. There are plenty of visitors who are willing to hang out for free but stop short of subscribing or buying virtual goods. For this reason game sites tend to do better revenue wise than chat sites.
- Figure 18: In our last CAD study published in 2007/2008 we estimated that there were a total of 1.5 billion CAD users worldwide. Although most of them are using 2D CAD, 3D CAD is growing at a much faster rate. Obviously, 3D CAD users are an interesting target market for 3D modeling and animation software makers
- Figure 19: A block diagram of the REYES renderer developed by Loren Carpenter and Robert L. Cook at Lucasfilm’s Computer Graphics Group, which became Pixar. REYES was further developed to become Pixar’s Renderman. Renderman is a hybrid rendering architecture that includes techniques for global illumination and ray tracing effects. (Published on Wikipedia).
- Figure 20: The Shaderlight renderer is currently available as a plug-in for 3ds max
- Figure 21: Users opinions about the value of the features in rendering software (Source: CGenie)
- Figure 22: There are a growing number of 3D modeling and animation products available for Mac users. We put the total of yearly users at around 47,000 people – a very respectable number for the market.
- Figure 23: We estimate the yearly revenues for 3D Modeling and Animation on the Mac to be approximately $35.3 million. Autodesk holds a very strong position in this market and that position is expected to grow as more users adopt programs like Toxik and Mudbox.
- Figure 24: Total user base for 2008
- Figure 25: Autodesk has the largest market share, but there is a healthy gallery of companies offering products. We pro-rated companies that we acquired since this study was last published. We put the number of professional on a yearly basis.
- Figure 26: Estimated market share for the primary suppliers of 3D software in the professional market in 2008
- Figure 27: Unlike most other markets the number of casual users is much smaller than professionals. Many casual users opt for free or very low cost software. We estimate the number of casual 3D users to be 84,593 with Blender and Daz 3D having the largest market shares.
- Figure 28: Estimated market share for the primary suppliers of 3D software in the casual market in 2008
- Figure 29: Market forecast for 3D modeling and animation software (JPR)
- Figure 30: Phantom Omni Haptic Device
Table of Tables
- Table 1: 3D movies on the calendar for 2009. In addition, there are plans to re-release movies in 3D.
- Table 2: The game companies are increasing revenue but for most of them, profits are not increasing
- Table 3: The above data was published in game developer forums and created by compiling numbers from post mortem articles in game developer magazines. It provides a useful snap shot of game development costs and time of development.
- Table 4: A representative listing of rendering products
- Table 5: Commercial modeling products vary by price and capability.
2009 Digital Video Software Market Study
2009 Digital Video Software Market Study
The Digital Video market shows early effects of worldwide economic forces
This study looks at the market for digital video software and includes software used for video editing, special effects, and compositing. It covers the software used by professionals and consumers. The digital video software market reached $1.5 billion in 2008. The market will remain flat in 2009 but it will start to recover in 2010 and see growth through 2013. JPR estimates the digital video market will grow to $2.3 billion by 2013 for a CAGR of 9% for the years 2007 to 2013.
The digital video market is dominated by three major companies, Adobe, Apple, and Avid. In this difficult economy, the leaders have solidified their position
| 2007 | 2008 | 2009 | 2010 | 2011 | 2012 | 2013 | |
|---|---|---|---|---|---|---|---|
| Worldwide forecast for Digital Video software ($M US dollars) CAGR-9%, 2007-2013 |
1,480 | 1,485 | 1,474 | 1,533 | 1,763 | 2,028 | 2,332 |
Table of Contents
Digital Video 2009 Market Study
- DV, Post, and Finishing
- Methodology
- What we do not cover in this market study
- Executive Summary
- Key findings
- The Market
- Segments
- Film/TV
- Broadcast
- Corporate
- Small Business
- The consumer market
- Trends
- Format challenges
- Hardware support.
- The GPU
- Stereographics
- High Definition Workflows
- DVD market fundamentally changes
- Online and interactive
- New markets emerging for video
- The DI workflow
- The movie world is changing – Hollywood eclipsed
- Geography
- What’s new
- Avid gets back in the game
- Vegas 9 arrives and Sony plays nice
- Adobe rolls out CS4 and sees their efforts rewarded
- Apple in the wings
- The Foundry rolls out Nuke 6
- The consumer market
- Microsoft recreates Movie Maker
- Sonic acquires CinemaNow
- Roxio introduces focuses on point products
- User base
- Consumer
- Professional
- Forecast
- Segments
