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- Pixel P&L: Nvidia made $16 billion from gamers last year. Is that enough?
Pixel P&L: Nvidia made $16 billion from gamers last year. Is that enough?
This edition is late. Leon Kennedy has survived Raccoon City, a Spanish village, and a bioterror cult without missing a single mission. We missed a send time. Apologies for the delay.
This issue of Pixel P&L takes 5 minutes to read. If you only have one, here are the 5 most important things:
Nvidia's gaming revenue hit $16 billion, up 41% YoY, but represents just 7.4% of total revenue as AI dominates.
Sony shelves PC ports for single-player games, pivots to live service — Wolverine may never reach PC.
Riot Games cuts 12 publishing roles after eliminating 80 from the 2XKO team.
TiMi Montreal shuts down without releasing a game, the second Tencent-backed North American studio to close in two years.
Monopoly Go adds Hello Kitty in limited Sanrio collaboration running March 10-29.
Let's get into it.
🧐 On Our Radar: Nvidia's $16 Billion Gaming "Side Hustle"
Is $16 billion in annual gaming revenue really a sign of neglect?
Nvidia's latest earnings tell a lopsided story. Data center revenue hit $193.7 billion for FY2026, up 68% year-over-year, making gaming's $16 billion (up 41% YoY) look like a rounding error at just 7.4% of total revenue. The narrative practically writes itself: Nvidia has abandoned gamers for AI.
But zoom out and that narrative falls apart. Just four years ago, gaming was Nvidia's largest segment at $12.5 billion, accounting for 46% of total revenue. Today, the segment has grown by nearly $4 billion in absolute terms, hit a record $3.7 billion in Q4 alone, and posted 41% annual growth that most gaming companies would celebrate as a blockbuster year. For context, Nvidia's gaming revenue alone is roughly 3x AMD's entire gaming segment.
What's actually happened isn't that gaming shrank. It's that data center revenue exploded from $15 billion to $193.7 billion in three years, making everything else look small by comparison. The RTX 50 series, powered by Blackwell architecture and DLSS 4, drove strong demand, with over 100 million gamers and creators now on RTX hardware.
There is a catch, though. Nvidia's CFO confirmed that memory supply constraints will be a headwind for gaming GPU availability through 2026, with reports suggesting RTX 50 production could be cut by 30-40% in H1. When your AI business is printing $194 billion, the incentive to fight for gaming GPU memory allocation gets complicated.
So is gaming Nvidia's second priority? Absolutely. But a $16 billion "second priority" growing at 41% a year isn't neglect. It's the most profitable afterthought in tech. The real question is whether Nvidia can keep feeding both engines when they're competing for the same memory supply.
Sony shelves PC ports for single-player games, pivots to live service
Sony is pulling back from porting its single-player console exclusives to PC, according to Bloomberg's Jason Schreier, who discussed the shift on the Triple Click podcast. Schreier said Sony's PC strategy now centers on live-service games, with traditional single-player titles likely staying PlayStation-exclusive, possibly indefinitely. On the upcoming Wolverine game, he said he "wouldn't be surprised if it never came to PC."
Schreier also questioned whether the existing ports justified the effort, noting he was "not sure how super successful those PC releases were." The lag between PS5 launch and PC release, often two years or more, likely dampened sales by the time games reached Steam.
The move contrasts sharply with Microsoft, which ships Xbox titles on PC day one. Schreier later clarified on ResetEra that his comments weren't speculation, adding that a formal report is forthcoming.
⚡️Quick Bytes
Riot Games cuts publishing roles in latest round of layoffs
Riot Games has eliminated about 12 positions across its internal publishing division, a company spokesperson confirmed to Game Developer. The cuts follow layoffs of roughly 80 members of the 2XKO development team two weeks prior, after the fighting game failed to attract a wide audience. Riot said it will continue supporting 2XKO with a smaller team.
Monopoly Go brings Hello Kitty to the board in Sanrio collaboration
Scopely is adding Hello Kitty and Friends characters to Monopoly Go in a limited-time event running March 10 to 29. The collaboration includes themed versions of existing modes like Partners, Treasures, and Racers, along with a nine-piece sticker set, custom dice, and a new Style Token feature for in-game accessories.
TiMi Montreal shuts down without releasing a game
TiMi Montreal, a Tencent-backed studio that opened in 2021 to develop AAA open-world games, has shut down without releasing a title. The closure follows TiMi's Los Angeles studio, which shut in 2023. Chinese publishers including NetEase have scaled back North American investments amid rising development costs.
⚔️Side Quest
🤣Laugh:

Credits: MyGumsAreBleeding
📺 Watch: Building Better Games reframes video game estimation from prophecy into risk detection. Prioritization matters more than beautiful plans for the wrong work. The video breaks down four strategic reasons to estimate (predictability, expectation setting, shared understanding, uncertainty awareness) and offers a three-level framework from simple throughput counting to relative sizing.
🎮 Play: Resident Evil Requiem just dropped and five hours in, it's already a 10/10. Leon and Grace's gameplay combines the best of RE2, 4, 7, and 8 into something that genuinely feels like peak Resident Evil. It even manages to run at a stable 60fps with no upscaler, and full raytracing. Capcom remembered how to optimize games. This is Resident Evil at its peak form in 2026.
📚 Read: Abhimannu Das tracks the capital shift from esports to casual gaming between 2025-2026. Mattel, Netflix, PIF, and Blackstone are pivoting toward scalable mid-core models instead of tournament ecosystems. Publisher control, unprofitable team economics, and ad skepticism killed esports investment momentum.
💡Did You Know
Playing Tetris after a traumatic experience could reduce flashbacks by up to 10 times? A study published in The Lancet Psychiatry tested this on 99 NHS healthcare workers during the Covid-19 pandemic. Participants who used a Tetris-based treatment reported ten times fewer intrusive memories after one month compared to control groups. After six months, 70% were completely symptom-free. The theory: rotating geometric blocks occupies the brain's visuospatial areas, competing with the visual component of flashbacks and weakening them over time. Researchers are now testing the approach with larger, more diverse groups.
📜 Quote of the Day
“Living is no different than being dead if you're alone.”
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