Graphical Fidelity I Expect This Gen

Understable.

But lets not pretend GG isnt using procedurally generated trees and foliage to draw their game world. Ive seen videos where they dont even have to drag or drop trees and foliage, they create a box with the mouse and the world detail fills in. Making these big barren open worlds is not easy hard as everyone tells you. the reason why HFW took forever was because its a 100 hour game for some reason.
They still had to create all the new tribes, villages, characters, weapons etc.

Sp2 recycle a shitload more than horizon and they didn't had to create anything lore wise, also new york is jist a simpler setting than post apocalyptic with robodinosaurs, one of those dinobots probably require more time to be modeled and animated than 10 enemies in sp2.

Also me shitting on insomniac wasn't really and indirect praise to guerrilla, sometimes you can just shit on someone full stop :lollipop_grinning_sweat:
 
ok, avatar bet, it looks like this or better than this:

F0AOfFlWAAAgfL8


F0AOew3XgAAA5uo


if I win, this is your avatar for a week.

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I specifcally said space cantina because it is by far the best zone in the game, the city comes second and it looks much better than your shitty ass screens anyway but the cantina is noticeably better, it was virtually perfect from any angle, the best thing insomniac ever did, one of the first real nextgen moments as fsr as pixar style goes.

It's gonna be a bitch to compare a pixar style game vs a realistic one.

Does wolvy looks more like real life compared to how much ratchet look like a full fledged pixar movie? Because of course wolvy is gonna have more realistic skin on the characters, because they are humans vs made up creatures.
 
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They still had to create all the new tribes, villages, characters, weapons etc.

Sp2 recycle a shitload more than horizon and they didn't had to create anything lore wise, also new york is jist a simpler setting than post apocalyptic with robodinosaurs, one of those dinobots probably require more time to be modeled and animated than 10 enemies in sp2.

Also me shitting on insomniac wasn't really and indirect praise to guerrilla, sometimes you can just shit on someone full stop :lollipop_grinning_sweat:
There is more new stuff in HFW than in Spiderman 2, but Spidey 2 is a much shorter game around 15-20 hours whereas HFW's campaign is probably twice as long so thats expected. Different priorities and all. Spiderman 2 focused mostly on a linear setpiece driven story whereas HFW is mostly your witcher 3 style basic ass quest design slog.

Wolverine will be similar in length but will use brand new assets like with ratchet. It will definitely look better than Spiderman 2 which reused a lot of assets, and likely had vram limitations around fast traversal.

And I think you have to praise devs who do embrace next gen tech. Yes, i will criticize them for a cross gen looking spiderman 2, but there is no harm in saying that out of all the studios, they are the ones who invested in ray tracing. They also invested in the SSD and IO tech, and substantially increased the NPC and traffic counts to take full advantage of the CPU. In ways no other dev has done so far. Those things deserve praise. We can set aside our disappointment with the graphics fidelity for a second and praise what needs praising.
 
There is more new stuff in HFW than in Spiderman 2, but Spidey 2 is a much shorter game around 15-20 hours whereas HFW's campaign is probably twice as long so thats expected. Different priorities and all. Spiderman 2 focused mostly on a linear setpiece driven story whereas HFW is mostly your witcher 3 style basic ass quest design slog.

Wolverine will be similar in length but will use brand new assets like with ratchet. It will definitely look better than Spiderman 2 which reused a lot of assets, and likely had vram limitations around fast traversal.

And I think you have to praise devs who do embrace next gen tech. Yes, i will criticize them for a cross gen looking spiderman 2, but there is no harm in saying that out of all the studios, they are the ones who invested in ray tracing. They also invested in the SSD and IO tech, and substantially increased the NPC and traffic counts to take full advantage of the CPU. In ways no other dev has done so far. Those things deserve praise. We can set aside our disappointment with the graphics fidelity for a second and praise what needs praising.
As you know, i don't care much about rtx, and especially shadows and reflections (lights can actually change how a game look and even a light agnostic like me can sense the difference in stuff like cyberpunk) and having more npcs and cars with less interactivity than some ps3 games is not something that impress me in the slightest, we discussed this stuff multiple times, i wasn't impressed by sp2 once in 30 hours, NOT ONCE, so no, i'm not gonna praise something that doesn't wow me just because it is fancy new tech on paper.


except for the traversal speed, but i categorize that as gameplay more than graphic.
 
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I specifcally said space cantina because it is by far the best zone in the game, the city comes second and it looks much better than your shitty ass screens anyway but the cantina is noticeably better.

It's gonna be a bitch to compare a pixar style game vs a realistic one.

Does wolvy looks more like real life compared to how much ratchet look like a full fledged pixar movie? Because of course wolvy is gonna have more realistic skin on the characters, because they are humans vs made up creatures.
yeah, but its not fair to compare a tiny room that is clearly not indicative of the rest of the game.

but lets just use the city as the comparison point.
 
yeah, but its not fair to compare a tiny room that is clearly not indicative of the rest of the game.

but lets just use the city as the comparison point.
I just have hard times comparing realistic graphic vs pixar style, but in terms of wow factor i don't think wolvy has anytning on the cantina, the highest peak of ratchet and stil the best thing insomniac did in term of graphic.

Happy to be disproved but if the game is 60 fps i have hard times thinking that it's gonna look THAT much better than spidey, locations are gonna be pretty big, they showed the traversal and you can't do that shit in small locations, it is not gonna have the advantage of having super small locations to condense all the details.
 
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Some ratchet gifs from my collection. I think Wolverine should look better than this. They have added support for Realtime GI, motion matching, destruction and foliage physics, weather systems, film quality character models since this game released. I dont know wtf happened with Spiderman 2, but i dont see insomniac phoning in the graphics twice.

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Some ratchet gifs from my collection. I think Wolverine should look better than this. They have added support for Realtime GI, motion matching, destruction and foliage physics, weather systems, film quality character models since this game released. I dont know wtf happened with Spiderman 2, but i dont see insomniac phoning in the graphics twice.

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I know i proposed the comparison in the first place, but the styles are super different for a comparison, ratchet probably doesn't even try to have super realistic rocks or other materials because they would look out of place in a cartoony world.
 
I just have hard times comparing realistic graphic vs pixar style, but in terms of wow factor i don't think wolvy has anytning on the cantina, the highest peak of ratchet and stil the best thing insomniac did in term of graphic.

Happy to be disproved but if the game is 60 fps i have hard times thinking that it's gonna look THAT much better than spidey, locations are gonna be pretty big, they showed the traversal and you can't do that shit in small locations, it is not gonna have the advantage of having super small locations to condense all the details.
Ratchet was also 60 fps and was actually a fair high resolution 60 fps at that.

Yeah, i saw the open world leaks but its fairly small in scale compared to Spiderman 2. The traversal isnt as fast either. Ratchet had similar sized areas. I am guessing it will be a mix between linear and open world levels just like ratchet.
 
Ray tracing global illumination any game studio that doesn't use it are just a trash of this gen, truly game graphics changer

Edit ID tech 8 Level Editor looks really amazing
 
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Edit ID tech 8 Level Editor looks really amazing
You see stuff like this and it immediately becomes clear just how much time devs save by not having to bake in their lighting. Just the fact that its immediately updated in the Editor not just makes everything more efficient, but probably also better.

You gotta wonder if the reason Sony games are still taking 5-6 years is due to using last gen tools. their reluctance to even switch to software based ray tracing like KCD2 and Lumen not just makes their games look cross gen but also costs them time. making them more expensive.
 
You see stuff like this and it immediately becomes clear just how much time devs save by not having to bake in their lighting. Just the fact that its immediately updated in the Editor not just makes everything more efficient, but probably also better.

You gotta wonder if the reason Sony games are still taking 5-6 years is due to using last gen tools. their reluctance to even switch to software based ray tracing like KCD2 and Lumen not just makes their games look cross gen but also costs them time. making them more expensive.
I don't really know why Sony developers still stuck with this shit, doom is a game that need 60fps above anything even so that's didn't tied bethesda hands from huge invest on rtgi and rt technology
 
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The best cutscene this generation was shot on an iphone lol. Thank god for UE5.



been replaying this game, and my goodness, the ending of Act 1 is so beautifully shot and acted. I still cant believe this game was made by 30 people, 90% were straight out of college.
 
Ray tracing global illumination any game studio that doesn't use it are just a trash of this gen, truly game graphics channnger

Edit ID tech 8 Level Editor looks really amazing

Wow they're doing a lot of stuff under the hood, explains why it's a demanding game all along, wind-simulation through fluid dynamics & RTGI, much more enemies on screen than Eternal, way bigger levels, soft clothes move and interact with explosions force fields.

Also using SSDO for every light source & every particle so soft shadows can cast in an a really accurate manner? That's what Demon's Souls remake did actually, it's part of the reason why it looks so impressive.
 
did you guys see this? this is sad
maybe it's for the better, I can play it when I get a Pro next year
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also
looks a bit too colourful to be that Project Mara they showed a couple of years ago

 
I can't imagine that this game uses full scale planar reflections alongside other cool graphics effects on ps2 Hardware
, knowing that one of Naughty dogs tech advantage on ps4 is using planar reflection which give close visuals to rt reflections
 
First trailer was from 2012, it was 100% CG and was meant to hire people for the project. Game was before pre production even...
To clairify I meant the cg trailer at E3 2018 before they later released that behind the scenes gameplay they showed the press. I forgot they released the press gameplau footage the same year.
 
So, bought Doom for ps5 pro and I have just learned a valuable lesson- just because a game has RTGI doesn't mean it's going to look great even when the underlying art direction is good. I'm sure it'll look great on the PC but the problem with it on ps5 pro is it is so soft that everything winds up looking dull. It looks worse than Eternal and I have a feeling 2016 too to my eyes. Kinda bummed out because I can see what they're doing is impressive especially the big outdoor areas with tons of enemies but everything is muted and gimped. It looks like a 1080p game- that's with chromatic aberration turned off. I tried lowering motion blur but anything but high setting makes it look worse in motion. I also wonder how low the rtgi setting is because the bounce lighting isn't all that impressive. It's no Avatar, sw outlaws, and ac shadows it's more in line with Indianas RT which makes sense. Ubi continues to have the best rtgi on consoles.

Sigh ..I wish they would try to patch in PSSR because it's supposed to be 1200p-1700p dynamic on Pro but really cones across as a 1080p game. I've made my peace about the ps5 pro just not having a big enough cpu/gpu upgrade to achieve high end RT heavy games. I am a bit angry at ID tech game director though because two weeks ago and ps5 specific trailer dropped where he touted how great it looks on the Pro specifically.
 
I specifcally said space cantina because it is by far the best zone in the game, the city comes second and it looks much better than your shitty ass screens anyway but the cantina is noticeably better, it was virtually perfect from any angle, the best thing insomniac ever did, one of the first real nextgen moments as fsr as pixar style goes.

It's gonna be a bitch to compare a pixar style game vs a realistic one.

Does wolvy looks more like real life compared to how much ratchet look like a full fledged pixar movie? Because of course wolvy is gonna have more realistic skin on the characters, because they are humans vs made up creatures.
The very first location with the big set piece is next gen as fuck. So is the level set in the mining area. So is the pirate area. It's not just those two locations.
 
Wow they're doing a lot of stuff under the hood, explains why it's a demanding game all along, wind-simulation through fluid dynamics & RTGI, much more enemies on screen than Eternal, way bigger levels, soft clothes move and interact with explosions force fields.

Also using SSDO for every light source & every particle so soft shadows can cast in an a really accurate manner? That's what Demon's Souls remake did actually, it's part of the reason why it looks so impressive.
Doom will look amazing at higher resolutions on PC but it doesn't come together on console, even the Pro. If course that's is just my opinion from playing 3 hours last night. I was depressed the entire 3 hours thinking how the devs actually made the wrong decision to use rtgi (on consoles)
 
So, bought Doom for ps5 pro and I have just learned a valuable lesson- just because a game has RTGI doesn't mean it's going to look great even when the underlying art direction is good. I'm sure it'll look great on the PC but the problem with it on ps5 pro is it is so soft that everything winds up looking dull. It looks worse than Eternal and I have a feeling 2016 too to my eyes. Kinda bummed out because I can see what they're doing is impressive especially the big outdoor areas with tons of enemies but everything is muted and gimped. It looks like a 1080p game- that's with chromatic aberration turned off. I tried lowering motion blur but anything but high setting makes it look worse in motion. I also wonder how low the rtgi setting is because the bounce lighting isn't all that impressive. It's no Avatar, sw outlaws, and ac shadows it's more in line with Indianas RT which makes sense. Ubi continues to have the best rtgi on consoles.

Sigh ..I wish they would try to patch in PSSR because it's supposed to be 1200p-1700p dynamic on Pro but really cones across as a 1080p game. I've made my peace about the ps5 pro just not having a big enough cpu/gpu upgrade to achieve high end RT heavy games. I am a bit angry at ID tech game director though because two weeks ago and ps5 specific trailer dropped where he touted how great it looks on the Pro specifically.
Yes, If they patched pro version with PSSR it will solve its problem completely
 
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Doom will look amazing at higher resolutions on PC but it doesn't come together on console, even the Pro. If course that's is just my opinion from playing 3 hours last night. I was depressed the entire 3 hours thinking how the devs actually made the wrong decision to use rtgi (on consoles)
I disagree tbh, I think RTGI is the best choice they've ever made, I'd take that resolution hit in exchange towards RTGI, that's just my opinion though. On PC, it looks much sharper given you have beefy hardware of course, and has RT reflections, but that's about it…Path Tracing is coming in a future update very soon!

But man on a more personal note, video games aren't meant to get depressed over, seriously, or maybe you're being facetious or humorous about it, because I was in a time where I was in depression (everyone will be in it at least once in their lifetimes) and it felt like hell.
 
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You see stuff like this and it immediately becomes clear just how much time devs save by not having to bake in their lighting. Just the fact that its immediately updated in the Editor not just makes everything more efficient, but probably also better.

You gotta wonder if the reason Sony games are still taking 5-6 years is due to using last gen tools. their reluctance to even switch to software based ray tracing like KCD2 and Lumen not just makes their games look cross gen but also costs them time. making them more expensive.
It's one of the reasons UE5 has become so ubiquitous this generation - it's all right there on the screen. Since Quake, most 3D games have had some degree of baking involved, meaning at best nightly builds, and in some cases weekly lighting updates. CryEngine was a line in the sand, where they wanted "real time all the time", letting people develop just that much faster because what you see is what you get. I've posted about it before, but the trade off of worse overall performance for the increase development speed is one most developers will make if it shaves a year off the development time.

For Sony, I imagine their developers are struggling to move away from how things have been done for the better part of the last thirty years. Baked lighting means extra horse power to use elsewhere, and it's largely how their developers - especially Naughty Dog - have pushed their hardware and sold units. Moving away from a reliance on baking means accepting lower performance or lower graphical fidelity (Unless your id, in which case you basically get both, but that's not a fair comparison because they're always ahead of the industry on this stuff) while also re-developing your entire pipeline. They're clearly struggling, and it's gonna be awhile before their internal teams are caught up.
 
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What are the impossible things in that trailer? The effects of the magic?

Because i swear asset wise and characters wise hb2 already beat that trailer.

I have an hunch that it's gonna look even better than the trailer because that graphic in 2028-30 is not gonna wow anyone, the game is nowhere near its release date.

The lighting is still better than what we got,
 
Doom is sub 1080p 60 fps on base PS5 during combat, and roughly 1080-1200p during regular traversal. A huge drop from the 1800p 60 fps indiana jones on the same engine. The PS5 pro is only around 1440p despite drops below 60, while indy was running at native 4k 60 fps locked. Great to see real devs utilize the GPU and put in higher quality RT, and virtualized geometry despite being forced to target 60 fps.




First persons shooters are the games that should absolutely be targetting and nailing 60fps, other genres 30fps may be passable but not here.

Understable.

But lets not pretend GG isnt using procedurally generated trees and foliage to draw their game world. Ive seen videos where they dont even have to drag or drop trees and foliage, they create a box with the mouse and the world detail fills in. Making these big barren open worlds is not easy hard as everyone tells you. the reason why HFW took forever was because its a 100 hour game for some reason.


Weve had porcedural tools for speeding up open worlds for decades, they are still extremely difficult games to make
 
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So, bought Doom for ps5 pro and I have just learned a valuable lesson- just because a game has RTGI doesn't mean it's going to look great even when the underlying art direction is good. I'm sure it'll look great on the PC but the problem with it on ps5 pro is it is so soft that everything winds up looking dull. It looks worse than Eternal and I have a feeling 2016 too to my eyes. Kinda bummed out because I can see what they're doing is impressive especially the big outdoor areas with tons of enemies but everything is muted and gimped. It looks like a 1080p game- that's with chromatic aberration turned off. I tried lowering motion blur but anything but high setting makes it look worse in motion. I also wonder how low the rtgi setting is because the bounce lighting isn't all that impressive. It's no Avatar, sw outlaws, and ac shadows it's more in line with Indianas RT which makes sense. Ubi continues to have the best rtgi on consoles.

Sigh ..I wish they would try to patch in PSSR because it's supposed to be 1200p-1700p dynamic on Pro but really cones across as a 1080p game. I've made my peace about the ps5 pro just not having a big enough cpu/gpu upgrade to achieve high end RT heavy games. I am a bit angry at ID tech game director though because two weeks ago and ps5 specific trailer dropped where he touted how great it looks on the Pro specifically.
Rtgi isn't going to fix everything but keep playing, I'm sure you will encounter areas that look just right.
 
I specifcally said space cantina because it is by far the best zone in the game, the city comes second and it looks much better than your shitty ass screens anyway but the cantina is noticeably better, it was virtually perfect from any angle, the best thing insomniac ever did, one of the first real nextgen moments as fsr as pixar style goes.

It's gonna be a bitch to compare a pixar style game vs a realistic one.

Does wolvy looks more like real life compared to how much ratchet look like a full fledged pixar movie? Because of course wolvy is gonna have more realistic skin on the characters, because they are humans vs made up creatures.
man that cyberpunkish level in Ratchet was insane looking, the lighting, the density of objects.. i was off my sofa to go examine it 3ft from the screen, hell i even made the wife watch it and even she was impressed, never did finish the game though
 
man that cyberpunkish level in Ratchet was insane looking, the lighting, the density of objects.. i was off my sofa to go examine it 3ft from the screen, hell i even made the wife watch it and even she was impressed, never did finish the game though
The game was mid so i can understand.
 
So, bought Doom for ps5 pro and I have just learned a valuable lesson- just because a game has RTGI doesn't mean it's going to look great even when the underlying art direction is good. I'm sure it'll look great on the PC but the problem with it on ps5 pro is it is so soft that everything winds up looking dull. It looks worse than Eternal and I have a feeling 2016 too to my eyes. Kinda bummed out because I can see what they're doing is impressive especially the big outdoor areas with tons of enemies but everything is muted and gimped. It looks like a 1080p game- that's with chromatic aberration turned off. I tried lowering motion blur but anything but high setting makes it look worse in motion. I also wonder how low the rtgi setting is because the bounce lighting isn't all that impressive. It's no Avatar, sw outlaws, and ac shadows it's more in line with Indianas RT which makes sense. Ubi continues to have the best rtgi on consoles.

Sigh ..I wish they would try to patch in PSSR because it's supposed to be 1200p-1700p dynamic on Pro but really cones across as a 1080p game. I've made my peace about the ps5 pro just not having a big enough cpu/gpu upgrade to achieve high end RT heavy games. I am a bit angry at ID tech game director though because two weeks ago and ps5 specific trailer dropped where he touted how great it looks on the Pro specifically.
yeah i held out on buying the Pro to see if it could give me the sort of proper RT that high end PC gamers get and alas nah, it nowhere near matched it so shelved the idea of buying one and instead will simply hold out for a proper upgrade with the PS6
 
Honestly, with the PT update and mods, now the actual gameplay visuals look way better than this trailer.

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Where the fuck are the shadows in the second pic?

I swer this fucking game has the most complex light system ever and at least on my end, npcs had bugged shadows all the fucking time...
 
Doom is sub 1080p 60 fps on base PS5 during combat, and roughly 1080-1200p during regular traversal. A huge drop from the 1800p 60 fps indiana jones on the same engine. The PS5 pro is only around 1440p despite drops below 60, while indy was running at native 4k 60 fps locked. Great to see real devs utilize the GPU and put in higher quality RT, and virtualized geometry despite being forced to target 60 fps.


Doom doesn't actually seem to use virtualised geometry. I tend to find IDtech a bit overrated being honest, the RTGI just seems very low precision and the shadows in Indy are just awful.
 
Is it just me, or is the RTGI in this....not doing much at all? Seems its directly lit from a top left front light source, but where is the indirect/bounce lighting?
This screenshot in general is pretty unimpressive imo. Is there something I'm just not seeing with doom, I've never been super impressed by the graphics in this series despite DF hyping it up, that's probably why it runs at like 100fps on even mid hardware. I'm glad it finally has RTGI which is great for destruction and stuff but I'm just not seeing anything special visually.
 
This screenshot in general is pretty unimpressive imo. Is there something I'm just not seeing with doom, I've never been super impressed by the graphics in this series despite DF hyping it up, that's probably why it runs at like 100fps on even mid hardware. I'm glad it finally has RTGI which is great for destruction and stuff but I'm just not seeing anything special visually.
The super optimized engine is super optimized because it looks much worse than other heavy, nextgen engines.

But they have path tracing so df is gonna praise the shit out of it anyway.
 
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Yes, If they patched pro version with PSSR it will solve its problem completely

They will have to drop resolution but yeah, end result may end up better (sharper).

Where the fuck are the shadows in the second pic?

I swer this fucking game has the most complex light system ever and at least on my end, npcs had bugged shadows all the fucking time...

Without strong light sources you won't see many shadows. Shadows are there but are very diffused, with clouds covering sun you won't see many shadows in real life as well.
 
They will have to drop resolution but yeah, end result may end up better (sharper).



Without strong light sources you won't see many shadows. Shadows are there but are very diffused, with clouds covering sun you won't see many shadows in real life as well.
There is enough natural lights for shadows, cmon, the 2 far away characters are in front of those machines with neon and lights but it is still not enough for a damn shadow?

Charas in that pic look like they are glued into the pic and have no presence in the world, i barely notice shadows when i play, bit when every single model doesn't have one, it's pretty noticeable...

It is somthimg that i only noticed in cb2077.

If thiss is supposed to look realistic, well it has the opposite effect.
 
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Rape is actually the most apt description of FF7 Rebirth's visuals because they literally rape my eyes every time i play it.

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In This Thread - cherry picking bad screenshots of games you don't like then showing the best possible screenshots of those games you do like and think push tech...

Also you wouldn't throw around the word rape if a woman in your family was raped. Grow the fuck up.
 
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What do you mean "and?" You have common sense so you know massive open Worlds that need to be filled with content are never going to be as detailed as smaller scale, linear games where they can spend 10x the resources on each object on screen. The Order and U4 (to a lesser extent as it's "wide linear") body most current open World games outside of a couple of exceptions because of this.

GTA VI has both scale and insane detail because it has an unlimited budget along with unlimited manpower along with a publisher that gives them as much time as they need even if it's 8 years instead of the usual 5 year AAA development cycle.
 
Man i just got to an area that should have looked like the first ue5 ps5 demo but it looks last gen as fuck. I have no idea why devs can't get the rocks and stones to look this good in games. Its a big level but fairly linear and vram usage is only 5gb. Honestly there is no excuse for having last gen asset quality. I get that it's just 30 devs but pull the damn megascan assets from the store or make them look better than this. Otherwise what's the point in wasting all that gpu power on nanite?
This is from a high level dev I know -

Data limitations. Developers could use far, far higher detailed textures but they take up a fuckton of data space and most game sales are digital now so they take the average internet speed and console storage size into consideration nowadays. That's why textures especially in very large open Worlds are usually awful.

Expect GTA VI to be the exception to the rule as per usual and have two separate files one for sp the other for mp and them both to be around 200gb each. Think CoD is similar isn't it?
 
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