Growth Factors of graphics card Market
The global graphics card market is expanding rapidly as demand for high-performance visual computing accelerates across gaming, artificial intelligence (AI), cloud computing, and professional visualization. According to the latest industry assessment, the global market was valued at USD 20.22 billion in 2024, is projected to rise to USD 23.57 billion in 2025, and is expected to reach USD 75.95 billion by 2032, reflecting strong long-term momentum driven by gaming innovation, AI workloads, and high-definition multimedia consumption.
Graphics cards (GPUs) enhance computing performance by enabling advanced rendering, real-time processing, and high-definition imagery, making them indispensable to modern gaming, machine learning, virtualization, data analytics, and content creation ecosystems. With global video gamers reaching 3.32 billion in 2024, demand has surged for GPUs capable of delivering immersive 4K/8K gaming experiences, realistic ray-traced visuals, and AI-supported enhancements.
Impact of Generative AI on GPU Demand
Generative AI has emerged as a transformative force in the graphics card industry. AI-driven applications require massive parallel computing resources, pushing global demand for high-performance GPUs. Graphics processors accelerate model training, content generation, image synthesis, and natural language processing.
In January 2024, NVIDIA launched GeForce RTX SUPER GPUs engineered specifically for enhanced generative AI capability. These GPUs integrate TensorRT acceleration for Stable Diffusion XL, RTX Remix for AI-driven texture enhancement, and DLSS 3 technologies to elevate rendering speed and performance. As the use of AI-powered applications increases across industries, the requirement for advanced GPUs will continue to intensify, strengthening market growth through 2032.
Market Trends and Drivers
A key technological trend is the integration of real-time ray tracing, which enhances lighting, shadows, and reflections to provide cinematic realism in games and graphics applications. This leap in visual fidelity has fueled demand among gaming enthusiasts and creative professionals who rely on high-precision rendering tools.
Market growth is also strongly driven by:
1. Competitive Gaming & eSports
High frame rates, low latency, and superior graphics processing are essential in eSports. As competitive gaming viewership rises globally, so does the need for high-end GPUs.
2. Cryptocurrency Mining
Graphics cards remain widely used in mining due to their ability to perform large numbers of parallel calculations. During crypto booms, GPU demand spikes significantly.
3. AI & Machine Learning
Advanced GPUs support model inference, training, and analytics across sectors including healthcare, automotive, and education, further elevating market value.
Market Restraints
Despite rapid adoption, several challenges can hinder wider GPU deployment:
- High power consumption and thermal output during intensive workloads
- Compatibility issues across different operating systems and drivers
- Supply chain limitations caused by semiconductor shortages
- Higher pricing during global chip scarcity
These constraints particularly impacted GPU availability during the COVID-19 era, when factory shutdowns in China and surging global chip demand reduced supply and drove price inflation.
Market Opportunities
The rise of cloud gaming platforms such as Xbox Cloud Gaming, Google Stadia, and Amazon Luna presents major long-term opportunities. Cloud gaming eliminates the need for local high-end hardware yet relies heavily on GPU-powered data centers to render and stream ultra-high-quality content. As cloud gaming adoption expands, demand for server-grade GPUs is expected to increase substantially.
Segmentation Overview
By Type
- Discrete GPUs dominated in 2024 with 63.08% share, driven by gaming, multimedia editing, and professional rendering.
- Integrated GPUs will grow fastest due to demand for efficient, compact computing devices.
By Device
- Servers/data centers led in 2024, powered by cloud computing and AI workloads, and are expected to capture 32.38% share in 2025.
- Laptops will register the highest CAGR (22.08%) as AI-optimized portable devices grow more popular.
By Application
- Gaming dominated in 2024 and is estimated to capture 35.25% share in 2025.
- Cryptocurrency mining will grow fastest (CAGR 21.34%).
- Healthcare GPU usage is rising for AI diagnostics and medical imaging.
Regional Insights
Asia Pacific
The region is the global leader, valued at USD 9.74 billion in 2024. China, Japan, India, and South Korea drive demand through strong manufacturing ecosystems and rising gaming populations. China alone is projected to reach USD 4.29 billion in 2025.
North America
Expected to reach USD 7.75 billion in 2025, the region benefits from high adoption of AI, VR/AR, cloud computing, and high-definition content consumption. The U.S. market alone will reach USD 6.62 billion in 2025.
Europe
Projected at USD 2.84 billion in 2025, with strong growth from gaming, 3D visualization, and IoT-driven applications.
Conclusion
The graphics card industry is undergoing unprecedented acceleration, driven by generative AI, immersive gaming, cloud computing, and professional content creation. Rising from USD 20.22 billion in 2024 to USD 23.57 billion in 2025, and projected to reach USD 75.95 billion by 2032, the market is positioned for sustained, transformative growth across all major sectors.
Segmentation By Type
By Device
- Servers/Data Center
- Gaming Consoles
- Desktops
- Laptops
- Smartphones
By Application
- Gaming
- Education and Training
- Multimedia Editing
- Cryptocurrency Mining
By End-User
- Consumer Electronics
- Industrial
- Media and Entertainment
- Healthcare
- IT and Telecommunications
- Others (Defense and Intelligence, etc.)
By Region
- North America (By Type, Device, Application, End-User, and Country)
- U.S. (By End-User)
- Canada (By End-User)
- Mexico (By End-User)
- South America (By Type, Device, Application, End-User, and Country)
- Brazil (By End-User)
- Argentina (By End-User)
- Rest of South America
- Europe (By Type, Device, Application, End-User, and Country)
- U.K. (By End-User)
- Germany (By End-User)
- France (By End-User)
- Italy (By End-User)
- Spain (By End-User)
- Russia (By End-User)
- Benelux (By End-User)
- Nordics (By End-User)
- Rest of Europe
- Middle East & Africa (By Type, Device, Application, End-User, and Country)
- Turkey (By End-User)
- Israel (By End-User)
- GCC (By End-User)
- North Africa (By End-User)
- South Africa (By End-User)
- Rest of the Middle East & Africa
- Asia Pacific (By Type, Device, Application, End-User, and Country)
- China (By End-User)
- Japan (By End-User)
- India (By End-User)
- South Korea (By End-User)
- ASEAN (By End-User)
- Oceania (By End-User)
- Rest of Asia Pacific
Companies Profiled in the Report Nvidia Corporation (U.S.)
Advanced Micro Devices, Inc. (U.S.)
ASUSTeK Computer Inc. (Taiwan)
Micro-Star INT'L CO., LTD. (Taiwan)
GIGA-BYTE TECHNOLOGY CO., LTD. (Taiwan)
EVGA Corporation (U.S.)
SAPPHIRE Technology Limited (China)
ZOTAC Technology Limited (China)
PNY Technologies (U.S.)
Intel Corporation (U.S.)
Table of Content
1. Introduction
- 1.1. Definition, By Segment
- 1.2. Research Methodology/Approach
- 1.3. Data Sources
2. Executive Summary
3. Market Dynamics
- 3.1. Macro and Micro Economic Indicators
- 3.2. Drivers, Restraints, Opportunities and Trends
- 3.3. Impact of Generative AI
4. Competition Landscape
- 4.1. Business Strategies Adopted by Key Players
- 4.2. Consolidated SWOT Analysis of Key Players
- 4.3. Global Graphics Card Key Players (Top 3 - 5) Market Share/Ranking, 2024
5. Global Graphics Card Market Size Estimates and Forecasts, By Segments, 2019-2032
- 5.1. Key Findings
- 5.2. By Type (USD)
- 5.2.1. Discrete
- 5.2.2. Integrated
- 5.3. By Device (USD)
- 5.3.1. Servers/Data Center
- 5.3.2. Gaming Consoles
- 5.3.3. Desktops
- 5.3.4. Laptops
- 5.3.5. Smartphones
- 5.4. By Application (USD)
- 5.4.1. Gaming
- 5.4.2. Education and Training
- 5.4.3. Multimedia Editing
- 5.4.4. Cryptocurrency Mining
- 5.5. By End-User (USD)
- 5.5.1. Consumer Electronics
- 5.5.2. Industrial
- 5.5.3. Media and Entertainment
- 5.5.4. Healthcare
- 5.5.5. IT and Telecommunications
- 5.5.6. Others (Defense and Intelligence, etc.)
- 5.6. By Region (USD)
- 5.6.1. North America
- 5.6.2. South America
- 5.6.3. Europe
- 5.6.4. Middle East & Africa
- 5.6.5. Asia Pacific
6. North America Graphics Card Market Size Estimates and Forecasts, By Segments, 2019-2032
- 6.1. Key Findings
- 6.2. By Type (USD)
- 6.2.1. Discrete
- 6.2.2. Integrated
- 6.3. By Device (USD)
- 6.3.1. Servers/Data Center
- 6.3.2. Gaming Consoles
- 6.3.3. Desktops
- 6.3.4. Laptops
- 6.3.5. Smartphones
- 6.4. By Application (USD)
- 6.4.1. Gaming
- 6.4.2. Education and Training
- 6.4.3. Multimedia Editing
- 6.4.4. Cryptocurrency Mining
- 6.5. By End-User (USD)
- 6.5.1. Consumer Electronics
- 6.5.2. Industrial
- 6.5.3. Media and Entertainment
- 6.5.4. Healthcare
- 6.5.5. IT and Telecommunications
- 6.5.6. Others (Defense and Intelligence, etc.)
- 6.6. By Country (USD)
- 6.6.1. U.S.
- 6.6.2. Canada
- 6.6.3. Mexico
7. South America Graphics Card Market Size Estimates and Forecasts, By Segments, 2019-2032
- 7.1. Key Findings
- 7.2. By Type (USD)
- 7.2.1. Discrete
- 7.2.2. Integrated
- 7.3. By Device (USD)
- 7.3.1. Servers/Data Center
- 7.3.2. Gaming Consoles
- 7.3.3. Desktops
- 7.3.4. Laptops
- 7.3.5. Smartphones
- 7.4. By Application (USD)
- 7.4.1. Gaming
- 7.4.2. Education and Training
- 7.4.3. Multimedia Editing
- 7.4.4. Cryptocurrency Mining
- 7.5. By End-User (USD)
- 7.5.1. Consumer Electronics
- 7.5.2. Industrial
- 7.5.3. Media and Entertainment
- 7.5.4. Healthcare
- 7.5.5. IT and Telecommunications
- 7.5.6. Others (Defense and Intelligence, etc.)
- 7.6. By Country (USD)
- 7.6.1. Brazil
- 7.6.2. Argentina
- 7.6.3. Rest of South America
8. Europe Graphics Card Market Size Estimates and Forecasts, By Segments, 2019-2032
- 8.1. Key Findings
- 8.2. By Type (USD)
- 8.2.1. Discrete
- 8.2.2. Integrated
- 8.3. By Device (USD)
- 8.3.1. Servers/Data Center
- 8.3.2. Gaming Consoles
- 8.3.3. Desktops
- 8.3.4. Laptops
- 8.3.5. Smartphones
- 8.4. By Application (USD)
- 8.4.1. Gaming
- 8.4.2. Education and Training
- 8.4.3. Multimedia Editing
- 8.4.4. Cryptocurrency Mining
- 8.5. By End-User (USD)
- 8.5.1. Consumer Electronics
- 8.5.2. Industrial
- 8.5.3. Media and Entertainment
- 8.5.4. Healthcare
- 8.5.5. IT and Telecommunications
- 8.5.6. Others (Defense and Intelligence, etc.)
- 8.6. By Country (USD)
- 8.6.1. U.K.
- 8.6.2. Germany
- 8.6.3. France
- 8.6.4. Italy
- 8.6.5. Spain
- 8.6.6. Russia
- 8.6.7. Benelux
- 8.6.8. Nordics
- 8.6.9. Rest of Europe
9. Middle East & Africa Graphics Card Market Size Estimates and Forecasts, By Segments, 2019-2032
- 9.1. Key Findings
- 9.2. By Type (USD)
- 9.2.1. Discrete
- 9.2.2. Integrated
- 9.3. By Device (USD)
- 9.3.1. Servers/Data Center
- 9.3.2. Gaming Consoles
- 9.3.3. Desktops
- 9.3.4. Laptops
- 9.3.5. Smartphones
- 9.4. By Application (USD)
- 9.4.1. Gaming
- 9.4.2. Education and Training
- 9.4.3. Multimedia Editing
- 9.4.4. Cryptocurrency Mining
- 9.5. By End-User (USD)
- 9.5.1. Consumer Electronics
- 9.5.2. Industrial
- 9.5.3. Media and Entertainment
- 9.5.4. Healthcare
- 9.5.5. IT and Telecommunications
- 9.5.6. Others (Defense and Intelligence, etc.)
- 9.6. By Country (USD)
- 9.6.1. Turkey
- 9.6.2. Israel
- 9.6.3. GCC
- 9.6.4. North Africa
- 9.6.5. South Africa
- 9.6.6. Rest of Middle East & Africa
10. Asia Pacific Graphics Card Market Size Estimates and Forecasts, By Segments, 2019-2032
- 10.1. Key Findings
- 10.2. By Type (USD)
- 10.2.1. Discrete
- 10.2.2. Integrated
- 10.3. By Device (USD)
- 10.3.1. Servers/Data Center
- 10.3.2. Gaming Consoles
- 10.3.3. Desktops
- 10.3.4. Laptops
- 10.3.5. Smartphones
- 10.4. By Application (USD)
- 10.4.1. Gaming
- 10.4.2. Education and Training
- 10.4.3. Multimedia Editing
- 10.4.4. Cryptocurrency Mining
- 10.5. By End-User (USD)
- 10.5.1. Consumer Electronics
- 10.5.2. Industrial
- 10.5.3. Media and Entertainment
- 10.5.4. Healthcare
- 10.5.5. IT and Telecommunications
- 10.5.6. Others (Defense and Intelligence, etc.)
- 10.6. By Country (USD)
- 10.6.1. China
- 10.6.2. Japan
- 10.6.3. India
- 10.6.4. South Korea
- 10.6.5. ASEAN
- 10.6.6. Oceania
- 10.6.7. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
- 11.1. Nvidia Corporation
- 11.1.1. Overview
- 11.1.1.1. Key Management
- 11.1.1.2. Headquarters
- 11.1.1.3. Offerings/Business Segments
- 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.1.2.1. Employee Size
- 11.1.2.2. Past and Current Revenue
- 11.1.2.3. Geographical Share
- 11.1.2.4. Business Segment Share
- 11.1.2.5. Recent Developments
- 11.2. Advanced Micro Devices, Inc.
- 11.2.1. Overview
- 11.2.1.1. Key Management
- 11.2.1.2. Headquarters
- 11.2.1.3. Offerings/Business Segments
- 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.2.2.1. Employee Size
- 11.2.2.2. Past and Current Revenue
- 11.2.2.3. Geographical Share
- 11.2.2.4. Business Segment Share
- 11.2.2.5. Recent Developments
- 11.3. ASUSTeK Computer Inc.
- 11.3.1. Overview
- 11.3.1.1. Key Management
- 11.3.1.2. Headquarters
- 11.3.1.3. Offerings/Business Segments
- 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.3.2.1. Employee Size
- 11.3.2.2. Past and Current Revenue
- 11.3.2.3. Geographical Share
- 11.3.2.4. Business Segment Share
- 11.3.2.5. Recent Developments
- 11.4. Micro-Star INT'L CO., LTD
- 11.4.1. Overview
- 11.4.1.1. Key Management
- 11.4.1.2. Headquarters
- 11.4.1.3. Offerings/Business Segments
- 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.4.2.1. Employee Size
- 11.4.2.2. Past and Current Revenue
- 11.4.2.3. Geographical Share
- 11.4.2.4. Business Segment Share
- 11.4.2.5. Recent Developments
- 11.5. GIGA-BYTE TECHNOLOGY CO., LTD.
- 11.5.1. Overview
- 11.5.1.1. Key Management
- 11.5.1.2. Headquarters
- 11.5.1.3. Offerings/Business Segments
- 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.5.2.1. Employee Size
- 11.5.2.2. Past and Current Revenue
- 11.5.2.3. Geographical Share
- 11.5.2.4. Business Segment Share
- 11.5.2.5. Recent Developments
- 11.6. EVGA Corporation
- 11.6.1. Overview
- 11.6.1.1. Key Management
- 11.6.1.2. Headquarters
- 11.6.1.3. Offerings/Business Segments
- 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.6.2.1. Employee Size
- 11.6.2.2. Past and Current Revenue
- 11.6.2.3. Geographical Share
- 11.6.2.4. Business Segment Share
- 11.6.2.5. Recent Developments
- 11.7. SAPPHIRE Technology Limited
- 11.7.1. Overview
- 11.7.1.1. Key Management
- 11.7.1.2. Headquarters
- 11.7.1.3. Offerings/Business Segments
- 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.7.2.1. Employee Size
- 11.7.2.2. Past and Current Revenue
- 11.7.2.3. Geographical Share
- 11.7.2.4. Business Segment Share
- 11.7.2.5. Recent Developments
- 11.8. ZOTAC Technology Limited
- 11.8.1. Overview
- 11.8.1.1. Key Management
- 11.8.1.2. Headquarters
- 11.8.1.3. Offerings/Business Segments
- 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.8.2.1. Employee Size
- 11.8.2.2. Past and Current Revenue
- 11.8.2.3. Geographical Share
- 11.8.2.4. Business Segment Share
- 11.8.2.5. Recent Developments
- 11.9. PNY Technologies
- 11.9.1. Overview
- 11.9.1.1. Key Management
- 11.9.1.2. Headquarters
- 11.9.1.3. Offerings/Business Segments
- 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.9.2.1. Employee Size
- 11.9.2.2. Past and Current Revenue
- 11.9.2.3. Geographical Share
- 11.9.2.4. Business Segment Share
- 11.9.2.5. Recent Developments
- 11.10. Intel Corporation
- 11.10.1. Overview
- 11.10.1.1. Key Management
- 11.10.1.2. Headquarters
- 11.10.1.3. Offerings/Business Segments
- 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.10.2.1. Employee Size
- 11.10.2.2. Past and Current Revenue
- 11.10.2.3. Geographical Share
- 11.10.2.4. Business Segment Share
- 11.10.2.5. Recent Developments
12. Key Takeaways