Nvidia CFO Expects GPU Shortages to Improve in the Second Half of 2022

Nvidia CFO Colette Kress has revealed that the company believes its ongoing GPU shortage will begin to ease up in the second half of 2022.

As reported by Tom's Hardware, Kress was speaking at the 24th Annual Needham Growth Conference and gave a promising update regarding the GPU shortage that has made it extremely difficult to obtain Nvidia graphics cards.

"So even throughout all of calendar 2021, we have seen strong demand for GeForce," Kress said, as transcribed by SeekingAlpha. "And it continues to remain strong and stronger than our overall supply that we have. The holiday demand, for example, was quite strong, particularly in laptops. And we're still finishing out our quarter. But we'll look at the end of the quarter in terms of what we've seen in terms of channel levels.

"We had seen channel levels be quite lean, and we are working with our supply chain partners to increase the availability of supply. And we feel better about our supply situation as we move into the second half of the calendar year '22."

The timeline given appears to lineup with when Nvidia is planning to release its next-generation GeForce 40-series 'Ada Lovelace' GPUs, although nothing has been confirmed. Nvidia released its GeForce RTX 30-series in September 2020 and tends to release new graphics cards every two years in the later parts of the year.

This shortage is impacting not just the GPU market, but the challenges brought on by the COVID-19 pandemic and more have caused short supply in PS5s, Xbox Series X/S, and much more.

Intel's CEO Pat Gelsinger recently said that while he expects this chip shortage to "bottom out in the second half [of 2022], it will take another one to two years before the industry is able to completely catch up with the demand."

For more, check out Nvidia's new entry-level desktop GPU known as the RTX 3050 and its newest high-end GPU, the RTX 3090 Ti.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Scream Takes Down Spider-Man: No Way Home to Win the Domestic Weekend Box Office

Scream has officially ended Spider-Man: No Way Home's four-week domestic weekend box office winning streak by earning an impressive $30.6 million in North America.

As reported by Variety, 2022's Scream - which is actually the fifth entry in the slash franchise - earned more than Spider-Man: No Way Home's $20.8 million to secure its victory, and it's projected to bring in a total of $35 million over the Martin Luther King Jr. holiday weekend. Internationally, Scream brought in another $18 million from 50 markets, according to THR.

The first Scream movie since 2011's Scream 4 only cost $25 million to produce, so it will now look to continue its successful exclusive theatrical run without worrying about recouping its costs anymore.

Scream is both a direct sequel to the events of Scream 4 (which itself opened to only $19.3 million) and also a jumping-off point for newcomers that aims to lay the foundation for its future. Alongside various new faces, the fifth Scream film also brought back Neve Campbell's Sidney Prescott, Courteney Cox's Gale Weathers/Riley, and David Arquette's Dewey Riley.

In our Scream review, we said, "The 5th entry into the Scream franchise sets up a future for the franchise that some may not have thought possible with a tight story, great performances, and stellar new directions."

Spider-Man: No Way Home still performed well by earning $20.8 million in its fifth weekend domestically, and it is expected to earn around $26 million over the holiday weekend. This brings its domestic total to $703.9 million and makes it the fourth-highest grossing domestic release in history. It only trails Avatar's $760 million, Avengers: Endgame's $858 million, and Star Wars: The Force Awakens $936 million.

Spider-Man: No Way Home has also now earned over $900 million internationally and its global total is sitting right around $1.62 billion.

Sing 2 placed third by earning $8.3 million, and The 355 and The King's Man rounded out the top five.

For more on Scream, check out our explainer of the ending, and our chat with the cast of Scream where we asked them to choose their favorite lines from the series.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Scream Takes Down Spider-Man: No Way Home to Win the Domestic Weekend Box Office

Scream has officially ended Spider-Man: No Way Home's four-week domestic weekend box office winning streak by earning an impressive $30.6 million in North America.

As reported by Variety, 2022's Scream - which is actually the fifth entry in the slash franchise - earned more than Spider-Man: No Way Home's $20.8 million to secure its victory, and it's projected to bring in a total of $35 million over the Martin Luther King Jr. holiday weekend. Internationally, Scream brought in another $18 million from 50 markets, according to THR.

The first Scream movie since 2011's Scream 4 only cost $25 million to produce, so it will now look to continue its successful exclusive theatrical run without worrying about recouping its costs anymore.

Scream is both a direct sequel to the events of Scream 4 (which itself opened to only $19.3 million) and also a jumping-off point for newcomers that aims to lay the foundation for its future. Alongside various new faces, the fifth Scream film also brought back Neve Campbell's Sidney Prescott, Courteney Cox's Gale Weathers/Riley, and David Arquette's Dewey Riley.

In our Scream review, we said, "The 5th entry into the Scream franchise sets up a future for the franchise that some may not have thought possible with a tight story, great performances, and stellar new directions."

Spider-Man: No Way Home still performed well by earning $20.8 million in its fifth weekend domestically, and it is expected to earn around $26 million over the holiday weekend. This brings its domestic total to $703.9 million and makes it the fourth-highest grossing domestic release in history. It only trails Avatar's $760 million, Avengers: Endgame's $858 million, and Star Wars: The Force Awakens $936 million.

Spider-Man: No Way Home has also now earned over $900 million internationally and its global total is sitting right around $1.62 billion.

Sing 2 placed third by earning $8.3 million, and The 355 and The King's Man rounded out the top five.

For more on Scream, check out our explainer of the ending, and our chat with the cast of Scream where we asked them to choose their favorite lines from the series.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Halo Infinite Developer 343 Industries Is ‘Focused on Reducing Pricing’ for In-Game Items

343 Industries has confirmed that it is gearing up to make some changes to Halo Infinite's in-game store, including reducing prices, improving bundles, putting individual items outside of certain bundles, and much more.

343's Head of Design Jerry Hook shared the news on Twitter, saying that the team is going to begin implementing these changes on Tuesday, January 18, and they will continue to monitor and try new things throughout the remainder of Halo Infinite mutliplayer's first season.

"We’ve been monitoring the discussions on the Shop, bundles, and pricing closely since launch," Hook wrote. "Using data and community feedback, we’re going to begin rolling out changes to how we package and price items in @Halo Infinite – and it all starts next week.

"Starting Tuesday, the Shop experience will vary week-to-week. We are focused on reducing pricing across the board, providing stronger values in our bundles, starting to put individual items outside of bundles, and more.

"We will be trying new things throughout the rest of the season so that we can continue to learn and improve for the future. Please keep the feedback coming during this process and I hope to see you all next week for the Cyber Showdown event!"

While Hook didn't go into further detail as to how much these prices will be reduced and what other types of changes we can expect, we won't have long to wait to see some of them put into action.

This is another example of 343 Industries communicating with the Halo Infinite community and committing to improvements, much like it did - and is still doing - for the Battle Pass, multiplayer progression, and lack of a dedicated Slayer playlist.

Halo Infinite's shop isn't the only focus of next week, as 343 has also promised that a fix for the Big Team Battle matchmaking bug is on the way that will hopefully solve the many issues players have been running into.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Halo Infinite Developer 343 Industries Is ‘Focused on Reducing Pricing’ for In-Game Items

343 Industries has confirmed that it is gearing up to make some changes to Halo Infinite's in-game store, including reducing prices, improving bundles, putting individual items outside of certain bundles, and much more.

343's Head of Design Jerry Hook shared the news on Twitter, saying that the team is going to begin implementing these changes on Tuesday, January 18, and they will continue to monitor and try new things throughout the remainder of Halo Infinite mutliplayer's first season.

"We’ve been monitoring the discussions on the Shop, bundles, and pricing closely since launch," Hook wrote. "Using data and community feedback, we’re going to begin rolling out changes to how we package and price items in @Halo Infinite – and it all starts next week.

"Starting Tuesday, the Shop experience will vary week-to-week. We are focused on reducing pricing across the board, providing stronger values in our bundles, starting to put individual items outside of bundles, and more.

"We will be trying new things throughout the rest of the season so that we can continue to learn and improve for the future. Please keep the feedback coming during this process and I hope to see you all next week for the Cyber Showdown event!"

While Hook didn't go into further detail as to how much these prices will be reduced and what other types of changes we can expect, we won't have long to wait to see some of them put into action.

This is another example of 343 Industries communicating with the Halo Infinite community and committing to improvements, much like it did - and is still doing - for the Battle Pass, multiplayer progression, and lack of a dedicated Slayer playlist.

Halo Infinite's shop isn't the only focus of next week, as 343 has also promised that a fix for the Big Team Battle matchmaking bug is on the way that will hopefully solve the many issues players have been running into.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Several PlayStation Studios Asked to Put Their Games on PC, God of War Director Says

Following the launch of God of War on PC, Sony Santa Monica creative director Cory Barlog has revealed that many of PlayStation's own studios helped convince Sony that it was a "really good idea" to bring its biggest exclusives to PC.

Speaking to Game Informer, Barlog - who served as game director on 2018's God of War - was asked what insight he may have into Sony's decision to put a greater focus on the PC market.

"I think it was the collective of studios all over saying this is a really good idea," Barlog said. "We should be looking into this. Eventually, I think it reached that tipping point. When we had sent so many suggestion box suggestions that they were like, 'I’m tired of hearing all this. Fine, we’ll do this.' It’s a process. We’re still figuring it out as a company and as individual studios how to do this and what the process and strategy will be."

Sony's push into the PC market began in 2020 when it announced it would be bringing Horizon Zero Dawn: Complete Edition to the platform. While other games that were either funded or published by Sony had already made their way over like Death Stranding, Horizon was a true first-party PlayStation Studios game that would no longer be exclusive.

Following Horizon, Sony released Days Gone on PC in 2021 and is gearing up to make Uncharted: Legacy of Thieves Collection available to PC players in early 2022.

As for God of War Ragnarok, Barlog isn't ready to commit one way or another and confirms the decision is ultimately up to Sony as to whether we may see the sequel arrive less than the four years it took the original to.

"I have no idea," Barlog said. "Right now, we’re taking it one game at a time, kind of looking at each one and determining, 'Okay, is this the best thing?' And we’ll gauge how it does. Do people enjoy it? Did we do it right? Is there anything we did wrong? What can we do better in the future if we do this again? But at the end of the day, ultimately, it’s Sony’s decision."

Hopefully, Ragnarok does make its way to PC as, in our God of War PC performance review, we said, "this PC port offers some nice boosts over the PS4 Pro release, it scales well, and although impactful on hardware, it does give you the choice of increasing resolution, quality, frame rates, and even aspect ratio over what PlayStation consoles offer."

For more on God of War on PC, check out our chat with Barlog and Santa Monica Studio lead UX designer Mila Pavlin that dives deep into how Santa Monica Studios made the game more accessible and how it sets the stage for the studio's future projects.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Several PlayStation Studios Asked to Put Their Games on PC, God of War Director Says

Following the launch of God of War on PC, Sony Santa Monica creative director Cory Barlog has revealed that many of PlayStation's own studios helped convince Sony that it was a "really good idea" to bring its biggest exclusives to PC.

Speaking to Game Informer, Barlog - who served as game director on 2018's God of War - was asked what insight he may have into Sony's decision to put a greater focus on the PC market.

"I think it was the collective of studios all over saying this is a really good idea," Barlog said. "We should be looking into this. Eventually, I think it reached that tipping point. When we had sent so many suggestion box suggestions that they were like, 'I’m tired of hearing all this. Fine, we’ll do this.' It’s a process. We’re still figuring it out as a company and as individual studios how to do this and what the process and strategy will be."

Sony's push into the PC market began in 2020 when it announced it would be bringing Horizon Zero Dawn: Complete Edition to the platform. While other games that were either funded or published by Sony had already made their way over like Death Stranding, Horizon was a true first-party PlayStation Studios game that would no longer be exclusive.

Following Horizon, Sony released Days Gone on PC in 2021 and is gearing up to make Uncharted: Legacy of Thieves Collection available to PC players in early 2022.

As for God of War Ragnarok, Barlog isn't ready to commit one way or another and confirms the decision is ultimately up to Sony as to whether we may see the sequel arrive less than the four years it took the original to.

"I have no idea," Barlog said. "Right now, we’re taking it one game at a time, kind of looking at each one and determining, 'Okay, is this the best thing?' And we’ll gauge how it does. Do people enjoy it? Did we do it right? Is there anything we did wrong? What can we do better in the future if we do this again? But at the end of the day, ultimately, it’s Sony’s decision."

Hopefully, Ragnarok does make its way to PC as, in our God of War PC performance review, we said, "this PC port offers some nice boosts over the PS4 Pro release, it scales well, and although impactful on hardware, it does give you the choice of increasing resolution, quality, frame rates, and even aspect ratio over what PlayStation consoles offer."

For more on God of War on PC, check out our chat with Barlog and Santa Monica Studio lead UX designer Mila Pavlin that dives deep into how Santa Monica Studios made the game more accessible and how it sets the stage for the studio's future projects.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Game Scoop! 658: Xbox’s Incredible Comeback

Welcome back to IGN Game Scoop!, the ONLY video game podcast! This week your Omega Cops -- Daemon Hatfield, Tina Amini, Sam Claiborn, and Justin Davis -- are discussing the Xbox vs. PlayStation console race, flipping through the January 2001 issue of GamePro, and observing some important gaming anniversaries. And, of course, they play Video Game 20 Questions.

Watch the video above or hit the link below to your favorite podcast service.

Listen on:

Apple Podcasts

YouTube

Spotify

Stitcher

Find previous episodes here!

Batgirl: The Entire Cast of the HBO Max Movie (So Far)

The Batgirl cast is shaping up to have several heavy hitters, plus a few unexpected stars, including Michael Keaton, J.K. Simmons, and even Brendan Fraser.

Thus far, it's not quite the epic-sized Bat-family you might be expecting, but Batman movies have typically never gotten quite the size of an Avengers ensemble. As you might expect from the title, Batgirl (premiering on HBO Max) will follow Barbara Gordon's origin story as the young caped crusader, heir, and student to Bruce Wayne's crime-fighting empire. Written by Birds of Prey and Bumblebee writer Christina Hodson, Batgirl follows Barbara Gordon as she "discovers" the Batgirl side of her identity.

Batgirl (specifically the Barbara Gordon version) was originally introduced in 1967 in Detective Comics #359 as the daughter of Commissioner James Gordon. Her role throughout Batman continuity has fluctuated, particularly during The Killing Joke, when she was shot and paralyzed by the Joker. How the Batgirl movie will tackle things

Keep reading for a rundown of who's appearing in HBO Max's Batgirl — and don't forget to bookmark the page, as we'll be updating this article with all-new casting announcements.

Leslie Grace as Batgirl/Barbara Gordon

Filmgoers will recognize Leslie Grace as Nina Rosario, star of Jon M. Chu and Lin Manuel Miranda's In the Heights. Before In the Heights, her career largely focused on songwriting and music video performance, earning her three Latin Grammy Award nominations.

"You put a little bit of yourself into each character, so just in the bit of research I've been doing, I've learned a lot of things about Barbara that are very in line with me," Grace told Entertainment Tonight. She's someone who's been underestimated even by her dad. Being the youngest kid, sometimes you're insulated from all the tough stuff, and she's so eager to prove to everybody and herself that there are things she can handle."

Michael Keaton as Bruce Wayne/Batman

For the third time in his career, Michael Keaton is stepping into the black boots of Batman. Keaton previously played Bruce Wayne and his alter ego in Tim Burton's Batman and Batman Returns, where he squared off against Jack Nicholson's Joker, Danny Devito's Penguin, and Michelle Pfeiffer's Catwoman.

Keaton's involvement was previously announced in December 2021, but he was already confirmed to play Batman in The Flash film. Considering Batman is a direct mentor to Barbara Gordon, he may play a larger role in Batgirl. Keaton dipped his toes into the Marvel cinematic universe with his role as the Vulture in Spider-Man: Homecoming.

J.K. Simmons as Commissioner James Gordon

Simmons is no stranger to comic book films. The actor portrayed gruff news chief J. Jonah Jameson in several Spider-Man entries, and he even previously played Commissioner Gordon in Zack Snyder's Justice League. He'll be returning for Batgirl, presumably being an overprotective father for Barbara Gordon and confidant for Batman, though that relationship might be tested if Bruce Wayne wants to recruit Barbara to his crusade against crime.

Brendan Fraser as Garfield Lynns/Firefly

Filmgoers will recognize Fraser from his starring role in the Mummy franchise, and a more recent resurgence in DC's Doom Patrol as racecar driver-turned-machine Cliff Steele/Robotman. Deadline originally reported he'll be playing Garfield Lynns AKA Firefly, a pyro-obsessed villain with a lengthy history in Batman lore.

Fraser took an extended hiatus but has returned to acting in a major way recently lining up roles for directors like Darren Aronofsky and Martin Scorsese.

Jacob Scipio in an unknown role

Scipio's career began in small television roles before landing a part in 2020's Bad Boys For Life, 2019's The Outpost, and the upcoming Expendables 4. It's currently unknown what role he'll be playing in Batgirl.

Keep checking back here for all the latest casting updates on Batgirl.

Joseph Knoop is a writer/producer for IGN.

Dying Light 2 Will Get At Least Five Years Of Post-Launch Content

Just a week after Dying Light 2 developer Techland said the game will take "at least 500 hours" to fully complete, we're now learning that the game will get at least five years of post-launch content with new stories, areas, in-game events, and more.

Techland announced its post-launch plans on Twitter, guaranteeing support for years to come. We don't know how much of the update plans will be free content, or how much will come in the way of free DLC.

However, Techland also supported the original Dying Light with a lot of free content and multiple major paid expansions, so we can likely expect to see the same type of support with the sequel.

Last week, Dying Light 2 was in the news for another tweet from the developers, where they said the game has 500 hours of content. That number was later clarified, with Techland saying it takes 500 hours to complete absolutely everything the game has to offer, including different story paths, endings, and more.

Players just looking to complete the main story and side quests can expect to spend about 70-80 hours, while players beelining the main story should only need about 20 hours.

After multiple delays, Dying Light 2 is set to come out next month, on February 4. We got to go hands-on with Dying Light 2 late last year, where we said the game, "simultaneously feels like the natural next step for the franchise, while also feeling like something that establishes its own unique identity." For more, check out Dying Light 2's official gameplay trailer.

Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.