Workstation report

The workstation market takes another sizeable step forward in Q4’09

More good news emanated from the workstation market in Q4’09, as the industry successfully plowed ahead, anxious to put the misery of late 2008 and early 2009 further behind.

Q3’09 wasn’t a gangbuster quarter, but then it wasn’t supposed to be. What the quarter was expected to do was affirm two things: one, That the market did indeed bottom back around Q1’09 and two, that the Q2’09 uptick wasn’t an aberration. And on those counts, the third quarter of 2009 delivered as promised, offering up a stronger quarter than Q2.

We expected another round of modest improvement in Q4, building off the momentum of Q3, and we got it. All told, the industry shipped 716.9 thousand workstations in the fourth quarter, resulting in a more robust 11.2% sequential increase (and a far more tolerable 6.2% year-over-year decline).

Total workstation unit shipments

Dell manages to climb back up to parity with HP

In Q3’09, HP overtook Dell in workstation unit volume, staking its claim as the new workstation market leader. Clearly, Dell hadn’t taken its demotion lightly, instead digging in its heels to raise its fourth quarter unit share back up 1.5 points, in the process moving back into a virtual dead heat with HP.

The professional graphics market unexpectedly hot in Q4’09

Simply put, the professional graphics market in the fourth quarter posted results significantly hotter than expected, with units (mobiles included) up 53.3% year-over-year and revenue (add-in cards only) close behind at 41.1%.

The market for professional graphics parallels the workstation market, with the former’s performance often providing an effective leading indicator for the latter’s. And that relationship bodes well for workstations in 2010. Because if the numbers for workstations in Q1’10 look anything like those posted by professional graphics in Q4’09, they should exceed all but the most optimistic of OEMs’ expectations.

Table of Contents

  • 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 comes out swinging in Q4’09 ... dead even with HP in Q4’09
      • Workstation distribution by vendor within class
    • Breaking down the market by platform
      • Intel more dominant than ever
      • AMD’s Opteron share back to 2004 levels
      • 1S vsS shipments
    • Segmented by operating system
    • Tier 1 distribution of workstations by geography
      • A more evenly distributed global marketplace
      • EMEA and APexJ: breakdowns by sub-region
  • Full-year calendar 2009 results for workstations
  • Professional graphics market unexpectedly hot in Q4’09
    • ASPs modestly down in Q4’09 ... AMD getting ready to deploy Evergreen generation with the FirePro brand
    • Professional graphics hardware market breakdown by product class
    • ATI vs. Nvidia: the battle lines (mostly) quiet in Q4’09
  • Full-year calendar 2009 results for professional graphics hardware
  • Outlook on the workstation and professional graphics markets

Whitepapers

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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
      • Twitter
      • 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
      • Facebook –
        • Facebook Connect -
        • Twitter
        • Friendfeed
      • Analytics
        • Twitter Analytics
        • URL shorteners
  • 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
      • Facebook
      • Wikipedia
    • Additions

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

Welcome to Jon Peddie's Tech Watch, our biweekly newsletter on the PC graphics industry. We cover everything related to pixels, and offer firsthand analysis of the trends for the future. We look at the newest products and cover several international trade shows.

PC Gaming Hardware Market Report

Worldwide PC Gaming hardware Market Report Series

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Enthusiast PC Gaming Report
Mainstream PC Gaming Report
Performance PC Gaming Report
All PC Gaming reports and summary

Download Table of Contents
and Exec Summarys in PDF format:

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 to—multiple 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

Market Watch

Marketwatch

Welcome to Jon Peddie's Market Watch, an in-depth quarterly report on the PC graphics industry.

Subscribers receive a printed copy of Market Watch as well as online access.

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.

Figure 1: Total graphics market for discrete, IGPs, and embedded graphics

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

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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:

Professional—The 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.

Consumer—Two 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

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CAD report

The 2008 CAD Report

The CAD industry has been undergoing a remarkable renaissance over the last five years as a result of several factors. Among those factors are hardware advances that put 64-bit, multi-core computers into the mainstream. In addition, there is broadening acceptance of 3D techniques. And finally, the marriage of CAD visualization with information management helps redefine the CAD industry and extend its relevance throughout the enterprise. In an industry known for a conservative rate of change, there is a significant shift taking place as smaller businesses are investing in new technologies to improve their processes and efficiency.

According to JPR’s research, CAD software vendors saw combined revenues of $5,234.95 million in 2007. The CAD software market increased an astounding 20% in 2007 compared to 2006 when revenues reached $4,362.45 million. The trend will continue through 2008 in spite of challenges in the U.S. economy that could ripple through worldwide economies. Strong growth continues in the emerging economies that will than offset contractions in the west.

In 2008, the CAD market will grow to $6,024.55 million, an increase of 15%. This is slightly down from our earlier prediction of 18% growth as we see some vendors facing decreased sales primarily in the architectural fields. In all, however, the CAD industry is growing and will continue to grow through 2012 with a CAGR of 11%.

(Source: Jon Peddie Research)

 

2006

2007

2008

2009

2010

2011

2012

Total CAD Revenue

$4,362

$5,235

$6,025

$6,609

$7,072

$7,567

$8,210

In 2007 the worldwide installed base of CAD users reached 5.31 million, a 20% increase over 2006 when the number of CAD users was 4.42 million.

In 2007 the majority of CAD users, 63% are still working in 2D, and 37% work in 3D. However revenues for 3D CAD programs are higher. In all revenues for 3D CAD accounted for 53% of the market and 2D CAD accounted for 47% of the market. This highlights a shift as comparatively fewer users account for a larger share of the revenue. This trend will continue. 2D CAD programs are less expensive than 3D programs and we’ve been seeing the slow encroachment of 2D CAD programs offered for free by companies hoping woo 2D users to their 3D products.

The trend to 3D will continue but it’s important to note that not all of the 2D CAD users are going to make the transition to 3D. In many cases, the transition means a change of job description. Sometimes, the growth of 3D CAD is happening as professionals add CAD to their portfolio of tools. However, those 2D CAD users who do make the transition to 3D can expect to see increased job prestige and increased income.

The 2008 CAD Report

The 2008 CAD Report is a detailed report that looks specifically at the CAD market. It includes information on worldwide CAD software revenues, market share, and a information about the user base. The market looks at the industry from the two major subsets of Mechanical/Manufacturing and AEC (Architecture, Electrical, and Construction). The report also includes a section on CAD for the Mac and Process and Power. It breaks out the relative share of the market for Architecture, MCAD, Process and Power, Civil, GIS/Mapping, and other.

The report also looks at major trends in the industry including the transition to advanced hardware, the approaches to multiCAD, and the addition of visualization to the repertoire of CAD companies’ capabilities.

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
      • Architectural vs. manufacturing's move to 3D
    • The users: the 2D base and 3D elite
  • Geographies
  • 3D Mechanical/Manufacturing CAD
  • AEC, Architecture, Engineering, and Construction
    • The Mac market
      • CAD programs for the Mac
    • Process and Power
  • Forecasts
    • Economic indicators
    • Forecast Conclusion
  • Part II: Trends in the CAD Industry
  • The major issues
    • The transition to 3D
      • CAD users
    • Hardware advances
      • 64-bit computing
      • Multi-Core
      • Gaming
    • Globalization and new efficiencies
    • Verticalization
    • Architectural CAD — 3D acceptance and BIM
      • BIM defined
    • MCAD
      • Leading issues in MCAD
        • Ease of Use
        • Analysis
        • Taking advantage of advanced hardware
        • Redefning the channel
        • Globalization
        • Direct Modeling vs. History-based modeling
    • Collaboration and communication, MultiCAD
    • Collaboration
      • Open Design Alliance
      • Autodesk's DWF initiative
      • Autodesk Freewheel
      • PTC
      • U3D
      • Anark's Core
    • Multi-CAD
      • ACIS/Parsolid
      • JT
      • Dassault rolls out 3DLive for its entire product line
      • IntelliCAD
      • COLLADA
    • Visualization
      • Autodesk acquires Opticore
      • Accurender
      • BunkSpeed
      • Mental Images
    • Free CAD/Open Source
      • Alibre's Free 3D XCAD
      • UGS offers Solid Edge 2D for free
      • Think3 offers free2D
      • SketchUp
      • CoCreate
      • The Future of Free
    • Conclusion

Table of Tables

  • Table 1: CAD programs and suppliers for the Mac
  • Table 2: A rough comparison of the vertical organization of the major CAD companies reveals their areas of emphasis

Table of Figures

  • Figure 1: A relative breakdown of the major segments considered in this report. In this chart the segments are apportioned according to revenue. As a result, the MCAD segment, with characteristically higher priced products has a higher share of the market revenue
  • Figure 2: The CAD leaders: Autodesk, Dassault, PTC, and UGS have a disproportionate percentage of market share compared to their smaller competitors many of which are successful companies exploiting defined niches
  • Figure 3: Market share for the top CAD vendors. The total CAD market reached $5234 in 2007
  • Figure 4: While there are still more 2D users than 3D users in the CAD industry, 3D CAD generates more revenue. This chart was created by considering all CAD products and breaking out the relative use of 3D compared to 2D
  • Figure 5: The growing use of 3D models in CAD has made the CAD market more competitive ii.
  • Figure 6: A house design created first as floor plans, elevations, and artists renderings then the hard work of actually building it and detailed information affecting contractors comes into play
  • Figure 7: Detail is the whole point in MCAD. A model is not a representation, it is a digital version of the object and updates and changes ripple through the whole design
  • Figure 8: Looking at the 2D market as a distinct subset shows Autodesk to lead the drafting segment by a significant margin. However, Autodesk reports that sales of its lower end products including plain AutoCAD have slowed compared to 3D products. We put the 2D CAD market at $2355
  • Figure 9: The majority of CAD users are still 2D drafters and most of them are using AutoCAD. However, this is the market where Free CAD have an effect and many companies including Think3 and Ashlar-Vellum among others are making their 2D products available for free
  • Figure 10: JPR estimates that 1 million people buy or upgrade their CAD systems every year. Of the people buying CAD systems in 2007, 70% of them or 0 million are primarily 2D users and 30% or 0 million work primarily in 3D
  • Figure 11: Strong representation by European CAD companies has changed the picture of worldwide CAD revenues
  • Figure 12: The market share among leading mechanical CAD providers. The Mechanical market is the largest segment of CAD. It reached $ $2,868 in 2007
  • Figure 13: According to a report published by the U.S. National Science Foundation, the number of degrees awarded in North America in the sciences has remained almost static while the number has increase in almost every other part of the world. In particular, the number of degrees awarded in Asia have increased
  • Figure 14: The AEC industry is a large superset of disciplines in CAD. The AEC segment reached $1,654 . Autodesk has a long history in the AEC industry and leads the market but there are many companies with very strong customer bases. Companies like Nemetschek have helped lead the AEC market to BIM
  • Figure 15: The market for CAD on the Macintosh is modest. It reached 122 in 2007. As the chart shows, German company Nemetschek which has acquired Graphisoft owns most of this market
  • Figure 16: The Process and Power industry is complex combining data management with specialized CAD functions such as piping, collision detection and architecture. The market reached $660 million in 2007
  • Figure 17: The total worldwide CAD market revenue will be over $8 billion by 2012
  • Figure 18: Thanks to several important trends, the CAD market will see overall growth. Two major factors are the growth of emerging economies and also the transition to 3D
  • Figure 19: For some, the number of housing starts in the U.S. is an indicator of the health of the economy. Vendors in the architectural communities will hasten to add that industrial housing is a small part of the overall picture and not reflective of the CAD industry. However, it is obvious, the U.S. economy is in a downturn on several fronts and this will be reflected in the building and construction industry in the U.S
  • Figure 20: The IMF publishes their economic outlook twice a year. The organization was not optimistic at the opening of 2008 and so far, events are bearing them out. One of the interesting things to look at is the relative drop for China. Growth in the region is predicted to go down after three years of increasing growth iii.
  • Figure 21: This chart shows the leading countries in car manufacture and compares 2005 to 2006. This is significant on several levels because it indicates not only the potential growth of the large mechanical CAD companies in these countries but also the economic growth of these countries as well—the people in the region can support an automobile industry
  • Figure 22: An example of the process of evolution for a basic CAD program designed for broad based use. The type outside the boxes represent early specialized tools developed by third party partners. In turn, CAD vendors have created modules or product variations to suit particular disciplines. In this case, we demonstrate the extension of basic CAD to broad subsets such as Architectural and Mechanical and further into Mapping, Process and Power, Civil Engineer, etc. Outside third party developers help maintain the ecosystem
  • Figure 23: The construction industry has been slow to move to CAD in comparison with related fields. Interior Design has incorporated CAD into curriculums in school and as landscape design becomes an accredited field, it too is seeing an increase in automation. The construction industry is becoming automated as a matter of expediency and it is happening as a top down approach in larger companies. Companies are increasingly looking for partners with expertise in CAD practices
  • Figure 24: The AEC market is going to see modest growth. The bright spots are in infrastructure and, energy but overall construction is going to see problems as economic problems ripple through markets. We believe the market will be strong overall as new practices encourage growth
  • Figure 25: The manufacturing industry went through a massive reorganization in the 80s and 90s. As a result the automotive industry has realized significant benefits in efficiency. General Motors compared their facilities construction projects to manufacturing and found plenty of room for improvement
  • Figure 26: This chart was included in a paper by Professor Yukio Hasagawa to illustrate how architecture has lagged behind the manufacturing industry in terms of productivity. Professor Hasagawa's paper is called Construction, Automation, and Robotics in the 21st Century
  • Figure 27: We expect to see growth in the MCAD sector continue fairly steadily, driven by globalization which is bringing in new customers as well as new workers as regional economies growth to support their own industries
  • Figure 28: CAD data can be useful in a variety of other programs. This rendering was created from a CAD model created in OneSpace Designer and imported into Maya using Okino's translator. Copyrights: Images (c) by Pieter Suur, Suur Graphics and Eaton Electric B.V. Courtesy of Okino
  • Figure 29: Volvo C70 rendering

Bulletins

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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 nonetheless

Better 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.

Graphics AIB unit history
  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 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.

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

Table of Contents

3D Modeling and Animation Market study

  • 3D Modeling and Animation
    • Introduction
      • Methodology
  • Executive Summary
    • Trends
      • Positive
      • Negative
  • 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 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