Nvidia ramps up GPU production for gaming as gamers spend more on PC hardware

Nvidia’s graphics processing units have been in short supply recently. But that could all change. (Image by Nvidia)

If you’ve been in the market for a new graphics processing unit (GPU) recently, chances are you know that there is a severe lack of availability for high-end products.

While hardware manufacturers like Nvidia produced less units due to the COVID-19 pandemic, scalpers and cryptocurrency miners have been buying whatever stock there is.

On top of that, gamers have been spending more money on computer hardware than ever before. According to The NPD Group, U.S. consumers spent 25% more on PC gaming hardware and accessories in 2021, totalling 5.74 billion USD. With such a high demand and little supply to handle it, the world has been facing a massive shortage in GPUs for over a year.

But that could change soon.

According to Hardware Times and company reports, Nvidia spent up to 9 billion USD on necessary parts to keep its upcoming RTX 40 series GPUs on store shelves. That is a massive investment, increasing its spending in that area by 2.1 million USD from the quarter before. This would let them produce more GPUs, and gamers can finally purchase the new series at a more affordable price.

Nvidia certainly has the money to handle such an increase. The company reported 7.64 billion USD in revenue during the fourth fiscal quarter, ending in January 30, 2022.

It’s refreshing to see such a positive response from a company after consumer criticisms, and it seems that Nvidia sees this as a no-lose opportunity. While it certainly costs more money to produce more GPUs, this will hopefully dissuade scalpers looking to sell them for exorbitant prices on reselling websites. Additionally, Nvidia could see an uptick in profit as more video game enthusiasts invest in high-end PC gaming hardware.

With the current RTX 30 series GPUs still scarcely available at retail price, Nvidia’s commitment to keeping production up to snuff with demand is a welcoming change. However, gamers won’t be able to see that change until the new series releases some time this year.

GosuRabbit is a marketing agency that specialises in providing entertainment, esports and gaming marketing services for brands, businesses and agencies across the globe.

If you enjoyed this article, follow us on LinkedIn for regular updates in the future!

Recent Case Studies

photo of melty esports
Case Study


Meltygroup is a media company dedicated to millennials and youth culture digitally, with more than 100 million views each month on all their media.
These media are aimed at the 18-34 year old demographic
(melty.fr, Shoko.fr), their social ecosystem and Snapchat Discover.

Read More »
Case Study

Pagan Online – Wargaming

Pagan Online is a fast-paced hack-and-slash action RPG from Wargaming, the makers of hit titles such as World of Tanks. The game explores themes surrounding ancient pagan mythology while providing players with an experience that is familiar to fans of the Diablo series.

Read More »
Case Study

Asphalt 9 esports Series

Asphalt 9: Legends is an award-winning racing game with amazing environments, awesome cars, and a gameplay experience unlike any other. The developer, Gameloft, is a global leader in mobile games publishing and had the vision to bring Asphalt 9 into the Esports universe.

Read More »
Case Study

PMU Challenge League of Legends

PMU is the leading provider of Horse Racing Betting in France. They also offer traditionnal sports betting and poker.

We worked with them to build a tournament called the “PMU Challenge” in the game League of Legends. We provided a full 360° service which included competition naming, format and supplier selection, multiple digital communications campaigns, content creation and more.

Read More »
Case Study

Sansar & Monstercat

Sansar is the latest production of Linden Labs, the makers of the massively popular game Second Life. Sansar is a platform that empowers the creation of unique and beautiful Virtual Reality experiences. The goal of the platform is to make VR an accessible creative medium for everyone to be able to develop, share, or sell social experiences in an environment that allows for unlimited creativity.

Read More »