My idea of an agreeable person is a person who agrees with me - Disraeli
AS THE MUSIC AND VIDEO market slows almost to a halt, up from its ashes arises the games industry which is enjoying explosive growth despite these tough economic times.
Verdict Research's latest reports, UK Music & Video 2008 and UK Video Games & Consoles Retailing 2008 outline just how this shift has happened.
Verdict predicts that the buoyant video games market will have grown by a massive £1.37bn – at a time when the combined music and video sectors have stagnated, with growth of just £0.03bn between them.
The INQ has reported on this change in sales previously, pointing out that, as the country feels the pinch, more people stay indoors and find games as their solace, as they just have more longevity in comparison to video or music.
Matthew Piner, author of the Video Games & Consoles Retailing report says that, “Whereas music & video has become somewhat stale, video games has enjoyed an array of technological innovation, which has widened the market demographic enormously and driven phenomenal growth.”
One of the main reasons that games have seen such a market growth, alongside the indoor entertainment factor, is that they appeal to a much broader audience now – gamers are of all ages and of all sexes.
Consoles such as the Nintendo Wii have significantly drawn in more female and family players alongside more interactive games such as Guitar Hero.
Industry specialists such as Game are keen to benefit from this upturn, while other retailers jump on the bandwagon – grocers, online retailers and other non-specialists are all broadening their market by adding computer games to the list.
Grocer’s video games sales are now worth more than £550m – that’s a huge rise since the £100m back in 2003. µ
|
Entertainment markets size 2002-2007 |
||||
|
Total Music & Video Spending £m |
Y-o-Y Growth % |
Total Video Games Spending £m |
Y-o-Y Growth % |
|
|
2003 |
4,426 |
8.6 |
2,179 |
2.1 |
|
2004 |
4,692 |
6.0 |
2,113 |
-3.0 |
|
2005 |
4,456 |
-5.0 |
2,284 |
8.1 |
|
2006 |
4,415 |
-0.9 |
2,545 |
11.4 |
|
2007 |
4,434 |
0.4 |
3,270 |
28.5 |
|
2008 |
4,461 |
0.6 |
4,643 |
42.0 |
Source: Verdict Research
Thinking upon G--350 Game Card from Nvidia, it would make sense thats particularly important number to go to Chipsets With.

First one stream, audio, then two, like svhs plus somewhere another card need be timed in for audio, slowly 200 w/2 lanes became standard, integrated for first time & vga port added to main.

We know nT6 made upgrade of ALL Levels need, starting at beginning(6200). 300 is already main chipset now, so how much upgrading for gtx 290 will be needed?. 350 should be more than ?270,Right, yet its not agp in total ?usefullness,as its 2 Lane Starter, morph into 8 or 16 lanes of stills?slow space. of course agp wasn't much developed,merely crude beginnings, its still those two fundumental gizmos lanes now given birth to thousand fills & coordinated stuff. too.
Much more than anything in past, especially on chipset&proc inst front, what would that mean, except better fidelity for each start up blast as existing in gpu sub routine & quicker implementation, maybe even back side of 2 way chache implementing from controler Joy Stick, back thru for release of 100s' of pod fills. memories in effect, more onboard for work. 

Will that then produce 480/90 with extra core (duelKore) of stuff to pack with glimmer & sluce 4 "full" lanes in heavenly harmonies?. Yes, its probably inevitable. &next level (4Lane) Minimamal.
drashek
You didn't have "Translate Server Error" Somewhere in that rant... technology must be improving.