AMD prioritizes data centers but maintains presence in gaming and PC markets
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Tecnoblog
tecnoblog.net

AMD prioritizes data centers but maintains presence in gaming and PC markets

Lisa Su, CEO of AMD, recently stated that the company adopts the stance of being a data center focused company. This declaration raised questions about whether AMD would be relegating the gaming and personal computer (PC) market to a secondary position.

The statement was made during an interview given by Lisa Su to Yahoo Finance on November 5th. It is important to note that the executive did not state that AMD will become exclusively a data center company, but rather that this sector already receives priority within the company.

There is a clear justification for this shift in focus: in the third quarter of 2026, the data center segment alone generated US$ 8.55 billion in revenue for AMD. In contrast, the segments for PC solutions (including the Ryzen line), gaming (such as chips destined for PS5), and embedded systems totaled just under US$ 5 billion in the same period.

This indicates that the data center sector is responsible for approximately 65% of AMD's total revenue currently. This increase in demand for infrastructure is not surprising, given that the accelerated growth of artificial intelligence applications is driving this type of need globally.

AMD primarily supplies the data center sector with its Epyc processors and Instinct graphics accelerators, with Instinct having been available since 2017. Since these products have coexisted for years with PC solutions, the fear of abandoning the gaming segment can be considered exaggerated.

However, the concern is understandable because the high demand for data centers has led many technology companies to migrate almost entirely to this niche, leaving the consumer market in a secondary position. An illustrative case of this was Micron, which discontinued the Crucial brand, aimed at PCs, at the end of 2025 to focus on data center memory.

Despite the justification for the apprehension, AMD has not signaled intentions to abandon the gaming or PC segments in general. As evidence, the company remains involved in Project Helix, which represents the next generation of Xbox. Furthermore, regarding high-performance PCs, the company continues to update its Ryzen X3D chip line.

However, one should not ignore the possibility that prioritizing investments in data center solutions may result in less frequent updates or lower availability of units for lines such as Radeon GPUs.

In summary, the scenario requires caution and attention, although it is not time to panic.

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AMD records record revenue in the third quarter of 2026 driven by chip sales for data centers
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olhardigital.com.br

AMD records record revenue in the third quarter of 2026 driven by chip sales for data centers

AMD concluded the third quarter of 2026 with historic results, with the main driver being the increase resulting from high demand for semiconductors intended for data centers. The company achieved total revenue of US$ 13.4 billion (equivalent to about R$ 72.4 billion) in the period between July and September, representing a 45% growth compared to the same quarter last year.

This performance exceeded the forecasts set by Wall Street analysts, who had projected sales in the range of US$ 13.1 billion (approximately R$ 70.7 billion).

Regarding profits, the corporation's net income reached US$ 2.4 billion (about R$ 13 billion), marking a 95% year-over-year increase. Additionally, diluted earnings per share was US$ 1.46, compared to US$ 0.75 in the previous year.

Considering adjusted figures, which exclude certain expenses and accounting effects, net income reached US$ 3.5 billion (approximately R$ 18.9 billion), representing a 77% growth. Earnings per share on this adjusted metric was US$ 2.09, an increase of 74%.

However, not all segments showed the same level of success. The consolidated revenue of the gaming and client segments totaled US$ 3.7 billion (about R$ 20 billion), which constitutes an 8% decline compared to the previous year.

Within this group, the PC sector generated US$ 2.9 billion (approximately R$ 15.7 billion), demonstrating a 7% growth, driven by the sales of Ryzen processors aimed at notebooks. Conversely, the gaming division recorded US$ 773 million (about R$ 4.2 billion), suffering a 40% decline year-on-year, which AMD attributed to decreased revenues from graphics products and semi-custom chips.

On the other hand, the embedded systems segment showed a 29% growth, totaling US$ 1.1 billion (approximately R$ 5.9 billion). This expansion was sustained by various markets, including automotive, communications, defense, and aerospace.

Looking ahead to the fourth quarter, AMD projects revenue of approximately US$ 17 billion (about R$ 91.8 billion), with a predicted margin of variation of 3% up or down. If this forecast materializes, the estimated average value will represent a growth of about 66% compared to the third quarter of 2025 and an advance of 27% over the immediately preceding period. The company also estimates an adjusted gross margin of around 55%.

Lisa Su, President and CEO of AMD, assured that the demand for Instinct and EPYC products continues to rise. She mentioned that the company plans to intensify growth in the fourth quarter, leveraging the increased production of the Helios and Venice platforms.

The executive stated: 'We delivered a record quarter, with revenue above the upper limit of our projection, while data center segment sales almost doubled compared to the previous year.'

Contrast between the rejection of AI in games and its acceptance in hardware development
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olhardigital.com.br

Contrast between the rejection of AI in games and its acceptance in hardware development

In December 2025, the game Clair Obscur: Expedition 33 received two negative awards at the Indie Game Awards due to the use of Artificial Intelligence (AI)-generated textures in the final version. In contrast, corporations like Nvidia employ AI to design their own GPUs, which are used in various games, without facing calls for boycotts.

This scenario raises the question of the gaming community's prejudice against AI. The distinction lies between what is considered acceptable and what is not, requiring analysis not only of data but also of examples where the technology was well-received and of internal practices within the hardware industry.

A survey conducted by GDC 2026, based on responses from over 2,300 industry professionals, assessed opinions on the use of generative AI. The results indicated a worse scenario compared to the previous year, especially regarding the use of generative AI.

Among the interviewed professionals, 52% believe that generative AI harms the industry, a significant increase from the 30% recorded the previous year and 18% two years prior.

The numbers are even more critical when looking at the gaming public. A survey conducted by Quantic Foundry, which collected data from 1,799 players, revealed that about 85% of them expressed an unfavorable opinion towards the use of generative AI, with approximately 63% holding a very negative view.

The Quantic Foundry study points out that the gaming public's motivation is a relevant factor. They demonstrated greater negativity when AI is applied to the creation of art, music, sound effects, narrative, and dialogues.

For comparison, the use of AI to adjust difficulty was viewed negatively by 27% of the public, while its use in visual arts reached 83% aversion. This public resistance was also high in other creative areas, with 77% against music and sound effects, and 70% against narrative and dialogues. This suggests that public objection tends to decrease as the use of AI moves away from strictly creative processes.

An example of AI application that found some public acceptance is DLSS and related technologies. These systems use AI to increase frame rate (FPS), reduce latency, and enhance visual quality. Users welcomed these features due to the remarkable quality and performance achieved.

However, problems began to arise during the evolution of DLSS. Features initially focused on performance turned into dependencies for game development, causing new titles to require these tools, often presenting performance flaws even on powerful computers.

The situation worsened with the presentation of DLSS 5. This tool, which incorporates real-time neural rendering to reconstruct pixels with photorealistic lighting and materials, showed difficulties in maintaining visual coherence between scenes, resulting in the distortion of the original work and artificial and generic characteristics. Such problems were received extremely negatively by the gaming community.

Companies like Nvidia apply AI in their chip designs, covering everything from component layout to final project validation. A notable result was the development of a 64-bit adder—a circuit responsible for summing binary values—that occupies about 25% less chip area when created using PrefixRL, as reported by Jeff Dean of Google and Bill Dally of Nvidia.

At the 2026 DAC (Automation and Design Conference), companies such as Synopsys, Cadence, and Siemens displayed AI-assisted automation projects. Synopsys' long-duration design verification agent demonstrated a process 50 times faster, according to the company itself. Simultaneously, Siemens' project, in collaboration with Nvidia, presented agents capable of characterizing libraries more than ten times faster.

Although these are only two examples, they share one common point: the partial replacement of human work by AI did not generate revolt, protests, or boycotts from the public.

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