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Next-Gen PS5 & XSX |OT| Console tEch threaD

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Gediminas

Banned
Where are you guys getting the TMU, ROP etc. numbers from? As far as I know neither Sony nor MS nor AMD provided full specs of the next-gen consoles GPUs, I don't think they ever will, but maybe I missed something?



The dev prefers extra 8.9TB/s vs 100MB instead of extra 4,7TB/s vs 100MB, despite the latter being a whole 4800% difference vs HDD. More is always better, but more ACTUAL bandwidth, memory, processing power, not more percents. And the way you and some others paint it is that a car with extra 20HP is the same as a car with extra 200HP, if not better, which is just plain wrong. That's what that "most profound moment" in MGS2 was talking about, people are being given content without context, and are just making everything up themselves, while like I said few times already, the first batch of 3rd party titles will show what's what.
stop twisting DEVELOPER's words and create narrative which suits your agenda or whatever. you clearly delusional with your comments and can't even take responsibility for your own words.

he is black on white says, i would give up extra power for fastest drive without hesitation and you were saying they would do differently.

i think we can stop there, it is going nowhere anyways, because you are really armchair developer who knows better than real developer.
 

pawel86ck

Banned
RayTracing, on the other hand, seems like the next gimmick we're going to hear a lot about with very little effect in practice. The tech isn't there quite yet for a full implementation. But you can use it in certain elements (window/puddle reflections, mirrors in fixed viewpoint scenes, shadows, etc.) and still get good results. Good devs will find their ways. This is 20 years old, no GPU acceleration.
You can argue if RT is worth the performance hit or not, however calling it gimmick is just ridiculous, because it's the other way around. Standard raster ligthing metchods are gimmicks, becase they try to fake how lighting works, while RT provides realistic lighting by simulating the physical behavior of light, and that's why RT is so expensive.
 
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PaintTinJr

Member
I think RT will be bottlenecked by random memory access.
Real life benchmarks by NV themselves could not extract more than ~3-4Grays/sec from the card with the claimed 10Grays/sec intersection capacity.

Do you think NV couldn't get more from the card because the workload is inherently bottlenecked by the 40GB/s-ish memory bandwidth limit of PC motherboard chipsets?
 

PaintTinJr

Member
While this could THEORETICALLY work, I have little to no faith in that ever working practically. That 0.5-1m displacement, while it sounds small, is enough to have a lot happen. And what if I am laying down on my couch vs sitting up? What if I am slanted slightly to the left, leaning on my elbow? Too many variables. Hard to see it work even in a well-controlled environment.

Hell, if they somehow DO pull it off on a chip that is only a small part of the total cost of the box, they should sell that technology to soundstages around the world - and utilize such precise calibration capabilities on every single home-theatre system out there. :messenger_peace:

The displacement I mentioned was just another piece of the puzzle that would let the computation locate the actual positions of the listener's ears - along with pad orientation from the accelerometers - to create a precise 3D soundstage as desired. But the slanted and leaning situations would be covered by their advice to use headphones.
 
Where are you guys getting the TMU, ROP etc. numbers from? As far as I know neither Sony nor MS nor AMD provided full specs of the next-gen consoles GPUs, I don't think they ever will, but maybe I missed something?



The dev prefers extra 8.9TB/s vs 100MB instead of extra 4,7TB/s vs 100MB, despite the latter being a whole 4800% difference vs HDD. More is always better, but more ACTUAL bandwidth, memory, processing power, not more percents. And the way you and some others paint it is that a car with extra 20HP is the same as a car with extra 200HP, if not better, which is just plain wrong. That's what that "most profound moment" in MGS2 was talking about, people are being given content without context, and are just making everything up themselves, while like I said few times already, the first batch of 3rd party titles will show what's what.
20 or 200 more hp means shit by itself.
200 is ten times 20.
Cars with 100 hp and 120 hp have the same difference than a 1000 and 1200 cars. While the linear difference will be very different, as 200 hp will add much more mph, also the base speed of the latters is very different than the previous.
What we are facing here is:
1000+ hp cars need to run for 50 meters. Both could do that in around 3 sec (just saying), the 1200 hp car will be 20% faster so it would take a bit less than 3 secs.
The 100 hp car would take ten secs, the 120 hp car 8 secs.
The difference will result in 0,X secs vs 2 secs, despite the linear difference (actual mph difference) being ten times bigger on the 1000+ cars, but not only it doesn't result in 10x actual difference, it's even less relevant the more you go on.
The 50 meters track is 4K, for istance.
Bonus example: a little ball falls from high, you don't die. A 2x bigger ball falls, you die. Big difference, right?
Now, a car falls from high, you die. A 2x bigger car falls... you fucking die.
Because from human limits, at one point it's all the same. In this example we are taking human resilience, on consoles we talk about human perception.
SeX could have a noticeable advantage IF devs uses all resources for fps (because at 60 you still don't have big diminishing returns) and try to make run the PS5 version exactly as SeX version, in a context where SeX is pushed to the limit. This would result in 15% difference in which is not so little on 60 fps.
But on 4K, it is, because res went through a lot more improvement than fluidity, getting 4x every gen. If this was the case for fps, we would now argue on 15% difference over 1000 fps, which is complete bollocks.
On the other hand, devs could use dynamic res to hit 4K when possible, further diminishing the difference, or they could leave res the same and scale assets a bit, which again in a photoreal context doesn't mean shit.
Congratulations, you are discovering proportions and diminishing returns.
 
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PaintTinJr

Member
Nope, random memory access is slow and you can do nothing about that.
Better data locality can be achieved with a more tiled architecture and a ring bus (cell, wink wink), but modern GPUs will suck at it.
Interesting point, but how random would the access really be - in consoles that can stream in large pre-sorted datasets as rapidly as the PS5/XsX?

What about something like RT audio being done first (1M ray/s) and then the coarse results get fed back in to the fine grain lighting RT so the 1-3 Gray/s are used far more efficiently?
 

FeiRR

Banned
You can argue if RT is worth the performance hit or not, however calling it gimmick is just ridiculous, because it's the other way around. Standard raster ligthing metchods are gimmicks, becase they try to fake how lighting works, while RT provides realistic lighting by simulating the physical behavior of light, and that's why RT is so expensive.
gimmick - a trick or device intended to attract attention, publicity, or trade
It's going to be a gimmick next gen because we don't have enough power to make it work in full resolution and at 60 FPS.
 

Radical_3d

Member
20 or 200 more hp means shit by itself.
200 is ten times 20.
Cars with 100 hp and 120 hp have the same difference than a 1000 and 1200 cars. While the linear difference will be very different, as 200 hp will add much more mph, also the base speed of the latters is very different than the previous.
What we are facing here is:
1000+ hp cars need to run for 50 meters. Both could do that in around 3 sec (just saying), the 1200 hp car will be 20% faster so it would take a bit less than 3 secs.
The 100 hp car would take ten secs, the 120 hp car 8 secs.
The difference will result in 0,X secs vs 2 secs, despite the linear difference (actual mph difference) being ten times bigger on the 1000+ cars, but not only it doesn't result in 10x actual difference, it's even less relevant the more you go on.
The 50 meters track is 4K, for istance.
Bonus example: a little ball falls from high, you don't die. A 2x bigger ball falls, you die. Big difference, right?
Now, a car falls from high, you die. A 2x bigger car falls... you fucking die.
Because from human limits, at one point it's all the same. In this example we are taking human resilience, on consoles we talk about human perception.
SeX could have a noticeable advantage IF devs uses all resources for fps (because at 60 you still don't have big diminishing returns) and try to make run the PS5 version exactly as SeX version, in a context where SeX is pushed to the limit. This would result in 15% difference in which is not so little on 60 fps.
But on 4K, it is, because res went through a lot more improvement than fluidity, getting 4x every gen. If this was the case for fps, we would now argue on 15% difference over 1000 fps, which is complete bollocks.
On the other hand, devs could use dynamic res to hit 4K when possible, further diminishing the difference, or they could leave res the same and scale assets a bit, which again in a photoreal context doesn't mean shit.
Congratulations, you are discovering proportions and diminishing returns.
This is the post everybody was too lazy to make.
 

SamWeb

Member
As has been said many times, teraflops don't tell the entire story. For example, despite the Xbox One X having a peak performance level of 6 teraflops relative to the PS4 Pro's 4.2 teraflops, in order for the Xbox One X to run Resident Evil 3 at 60 frames per second, it had to be updated with a patch that reduced the resolution at which it renders the game from Native 4K to 2880 x 1620...which is the same resolution at which the PS4 Pro renders the game in order maintain 60 frames per second as well. The image quality is still better on the Xbox One X but is in significantly so (Digital Foundry had to zoom in on frames from each version to show the difference). So, if a difference of 1.8 teraflops (6 Tf - 4.2 Tf = 1.8 Tf) is practically imperceptible within the range of graphical fidelity that the current generation of consoles are capable of, why would a difference that's practically the same (12.155 Tf - 10.28 Tf = 1.87 Tf) be any more perceptible, especially at 4K or resolutions near 4K, at which pixels are so numerous and tiny that it's more difficult to discern any appreciable difference?
PS4 PRo still uses the chess function in RE3 Remake.
Xbox mainly has the advantage of higher frequency. But this is often not enough for a more convincing victory. It is worth attention.
 

ethomaz

Banned
The discussion has been asked on /r/amd and some people believe the number of ROPs can change.





I believe AMD changed the layout in RDNA 2 or the APU is so custom that they can put in more ROPs.

Well guesses from Reddit.
There is no example or hint from AMD that they can chance the ROPs layout.
They didn’t change from GCN to RDNA.... what make that guy believes it changed from RDNA to RDNA 2?

I mean it is possible? Yes but for now there is nothing that support that theory.
 
D

Deleted member 775630

Unconfirmed Member
Sony barely talked about BC, I think it's too early to claim anything PS5 has or hasn't.
I agree, but they were always running behind the past few years so I don't see them having similar features. Just normal BC, which is a lot already.
 

SonGoku

Member
Who knows how well RT audio matches wave-simulated acoustics. Apparently Microsoft believes that their Project Acoustics has merit in the XsX even though the XsX could do audio with raytracing just like the PS5.
So if raytracing gives perfect audio simulation, why did Microsoft continue with Project Acoustics? Those are interesting questions.
Apparently Microsoft has decided that there is merit to an offline baked audio solution, even though the XsX raytracing capabilities will probably be slightly more powerful then the PS5's.
Where did you get the idea that Audio RT can't do acoustics simulations? if anything the real time solution will be more realistic and accurate.
PA baked audio isn't just for XSX though, its meant for XB1 and PCs without RT capabilities too. The merit behind it is to have same audio features across different platforms
Not because Audio RT isn't a favorable option, both Sony&NV mentioned their GPU hardware can do Audio RT, Cerny went as far as to provide examples.
Both solutions actually encompass software and hardware. In that sense they are comparable but in other aspects the goals are very different.
I get that but you were comparing fixed functions from TE with PA general functions which encompasses offline calculations, use of GPU CUs (possibly CPU?) & the audio chip giving the false impression that the xbox chip can handle acoustics simulations (audio rt) while TE can't
The Xbox Series X also has a hardware chip dedicated to implementing this mode
Yes but Project Acoustics capabilities are not limited to the audio chip, its also using GPU & CPU
Integration of offline calculations could be done with TE too, as i've mentioned early I don't think MS will prevent competing consoles from using PA offline calculations on multiplatform games since this is integrated into games design otherwise they would just use a in-house solution.

Wrong person in second quote btw
 
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sinnergy

Member
As has been said many times, teraflops don't tell the entire story. For example, despite the Xbox One X having a peak performance level of 6 teraflops relative to the PS4 Pro's 4.2 teraflops, in order for the Xbox One X to run Resident Evil 3 at 60 frames per second, it had to be updated with a patch that reduced the resolution at which it renders the game from Native 4K to 2880 x 1620...which is the same resolution at which the PS4 Pro renders the game in order maintain 60 frames per second as well. The image quality is still better on the Xbox One X but is in significantly so (Digital Foundry had to zoom in on frames from each version to show the difference). So, if a difference of 1.8 teraflops (6 Tf - 4.2 Tf = 1.8 Tf) is practically imperceptible within the range of graphical fidelity that the current generation of consoles are capable of, why would a difference that's practically the same (12.155 Tf - 10.28 Tf = 1.87 Tf) be any more perceptible, especially at 4K or resolutions near 4K, at which pixels are so numerous and tiny that it's more difficult to discern any appreciable difference?
I bet it can run 4K with a bit more effort. 1800p should be easily doable , don’t confuse efforts and that the world has different priorities right now .
It was a super easy fix to get a frame rate boost. Everyone is affected by COVID-19, also their teams.
 
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This is the post everybody was too lazy to make.
He's literally trying to say that differences between consoles will grow non-stop every gen because more and more powerful devices will be taken as metric, which is not simply wrong, is the exact contrary of reality from a practical and historical point of view. Every new generation will have at least an old gen console of difference (again: two consoles at 90 and 100 TFs is an entire PS5), and because generations are going foward (incredible I need to say this) the old gen consoles used as a difference will also be more powerful, it's completely normal, but this does not equate to a bigger gap every new generation lol. "A whole PS5 as a difference" sounds even more impressive than a whole PS4, as a whole 360 difference sounds more impressive than a whole PS2 difference. It happens every time and yet we get less difference every time.
You can also use another perspective: PS4 has at least TWO 360 (alias: old gen console) of difference with One, not ONE old gen console (PS4) like Sex and PS5. It's proportionally more difference which, IN FACT, it is.
 
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BluRayHiDef

Banned
PS4 PRo still uses the chess function in RE3 Remake.
Xbox mainly has the advantage of higher frequency. But this is often not enough for a more convincing victory. It is worth attention.

Both the PS4 Pro and the Xbox One X upscale to 2880 x 1620 from lower resolutions, according to Digital Foundry. However, based on their observations, the PS4 Pro is upscaling from a resolution that is lower than that from which the Xbox One X is upscaling. Despite this, the differences are minor. Watch the following video from 3:15. "So, this patch obviously then drops the resolution back to 1620p on the Xbox One X as it was in Resident Evil 2 Remake, and also with that game there remains a slight difference in image quality anyways with the Xbox One X still having a slightly cleaner, less shimmering appearance..."

 
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Fake

Member
PS4 PRo still uses the chess function in RE3 Remake.
Xbox mainly has the advantage of higher frequency. But this is often not enough for a more convincing victory. It is worth attention.
Xbox One X, PRO and Xbox One S use checkerboard render.
After the patch both PRO and X have identical resolution, but don't matter much if they're still using CB render.
 

BluRayHiDef

Banned
I bet it can run 4K with a bit more effort. 1800p should be easily doable , don’t confuse efforts and that the world has different priorities right now .
It was a super easy fix to get a frame rate boost. Everyone is affected by COVID-19, also their teams.

There's no proof that Xbox One X could run the game as well at 1800p; your assertion is conjecture. Capcom is a triple-A game development studio; they do their best to deliver the best quality that they can. 1620p is the best that they could get out of the Xbox One X.
 

Evilms

Banned
It's real or another fake ?

Drs_QGjmlng1zt6UXPr9GzD9IeCnY9WWf1Yvsfd2jQA.jpg


 

SamWeb

Member
PlayStation 5's GPU:
2,230 Mhz (frequency)
2304 SUs (shading units)
144 TMUs (texture mapping units)
64 ROPs (render output units)
36 CUs (compute units)
4MB of L2 Cache

Xbox Series X's GPU:
1,825 Mhz (frequency)
3,328 SUs (shading units)
208 TMUs (texture mapping units)
80 ROPs (render output units)
52 CUs (compute units)
5MB of L2 Cache
RDNA doubled the number of Rops
36>64
64>128
52>104
 

SamWeb

Member
Both the PS4 Pro and the Xbox One X upscale to 2880 x 1620 from lower resolutions, according to Digital Foundry. However, based on their observations, the PS4 Pro is upscaling from a resolution that is lower than that from which the Xbox One X is upscaling. Despite this, the differences are minor. Watch the following video from 3:15. "So, this patch obviously then drops the resolution back to 1620p on the Xbox One X as it was in Resident Evil 2 Remake, and also with that game there remains a slight difference in image quality anyways with the Xbox One X still having a slightly cleaner, less shimmering appearance..."


And?
"The Xbox One X version of the game runs at 2160p with checkerboarding. Meanwhile the PS4 Pro goes for a more conservative 1620p with checkerboarding. In many cases, this is a fairly standard resolution delta between these two platforms and we’d expect performance parity. However, the 4K checkerboarded output proves to be a bit too much for the Xbox One X to handle. We noticed substantially worse performance on Microsoft’s console. We suspect that Capcom wanted to do 4K on the Xbox One X at all costs and compromised here on performance."
https://gamingbolt.com/resident-evi...vs-pc-vs-ps4-pro-frame-rate-analysis-and-more

The pro-version also has worse shadows and anti-aliasing.




PS4 Pro, Xbox One and Xbox One X seem to be using a form of Checkerboard Rendering to reach their stated resolutions.
 
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DaGwaphics

Member
There's no proof that Xbox One X could run the game as well at 1800p; your assertion is conjecture. Capcom is a triple-A game development studio; they do their best to deliver the best quality that they can. 1620p is the best that they could get out of the Xbox One X.

hmm... The initial version they sent out calls into question their overall commitment to QC. Though it is possible that they wanted to hit 4K because of XSX, it was still a sloppy decision (should have included a 4k mode instead).
 
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BluRayHiDef

Banned
And?
"The Xbox One X version of the game runs at 2160p with checkerboarding. Meanwhile the PS4 Pro goes for a more conservative 1620p with checkerboarding. In many cases, this is a fairly standard resolution delta between these two platforms and we’d expect performance parity. However, the 4K checkerboarded output proves to be a bit too much for the Xbox One X to handle. We noticed substantially worse performance on Microsoft’s console. We suspect that Capcom wanted to do 4K on the Xbox One X at all costs and compromised here on performance."
https://gamingbolt.com/resident-evi...vs-pc-vs-ps4-pro-frame-rate-analysis-and-more

The pro-version also has worse shadows and anti-aliasing.

Epic Fail. @4:29 in the Digital Foundry video, one of the reviewers says in regard to the game running at 1620p on the Xbox One X: "It's especially worth considering the fact that this is reconstructed, but it still looks so good." So, even at 1620p, the Xbox One X is upacaling from a lower resolution, just as the PS4 Pro is. Also, I don't know whether or not you're aware of the fact that the Xbox One X no longer runs the game at 2160p, since you included a quote that was describing the old, unpatched version of the game.

As for the PS4 Pro havihg worse shadows and anti-aliasing, it's only slightly worse.
 

SonGoku

Member
Does PS5 allow you to hook up a boring USB HDD with PS4 games on it and it can play them (you just don’t get PS5 perks)?

SeX allows you to. The caveat is no Series X perks and any game designed specially for SeX has to run off the internal or Seagate SSD
They confirmed PS4 games but i'd like the option to use its as cold storage for PS5 games too (digital & physical)
 

TLZ

Banned
Yes it does, but the PS5 doesn't have the backwards compatibility upgrades that XSX offers. Like for example the full HDR implementation for every game, so games that didn't support HDR, suddenly do. Because they use machine learning to enhance this experience, and all on a hardware level so developers don't need to do anything for this. Was amazing to see this in the video of DF, they used a Fusion Frenzy example. (Timestamped)

An Xbox person, I forgot who, later said it was for specific games. That got me very confused.
 
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SlimySnake

Flashless at the Golden Globes
upVAJFj.png

Sure...Color me doubtful regarding these results. This would be the biggest surprise in the history of gaming consoles.
does this josh guy have an xbox following? a $399 ps5 will at least sell just as well as the xbox. if not more.

i think both consoles will be $499 and sell about the same in NA with MS having a small lead in NA and Sony a slightly bigger lead in europe.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
Yeah, for sure. Don't get me wrong - I am beyond ecstatic that so much weight is being put into the sound side of things! It is great that so much innovation is being put into the audio side! People just tend to not understand how hardware-intensive some real-time audio calculations are though. I mean, it is "just" sound, right? :messenger_winking:

Atmos' brand in consumer electronics has, however always been a bit lost to me. Please, someone smarter explain. Again, I live in the film world - have mixed in Atmos. But clearly theatrical Atmos and using that brand in consoles, for instance, have very different meanings. I doubt people have an array of speakers mounted on their ceilings? And soundbars that suggest they bounce sounds from your ceiling is nothing but a gimmick.

Many people these days have Atmos speakers hanging or built into their ceilings actually.
 

ethomaz

Banned
I did say that they are related? No. I just marked the correlation for high level navi gpus.
?

40 > 64
22 > 32
32 > 64
56 > 64
65 > 64

BTW which cards has 128 ROPs.... can you list them? I don't believe there is any AMD GPU with 128 ROPs... GCN and RDNA are for now limited to 64 ROPs.

Wtf man . Dont post shit like that when u have no idea what u r talking about. There is absolutely no correlation like that.
That 128 ROPs RDNA he listed doesn't exists... RDNA is limited to 64 ROPs.
 
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SonGoku

Member
How quickly time goes by

Is that real or edited? did he really get dollars and euros mixed?
If so damn he was really nervous, understandably so
It's going to be a gimmick next gen because we don't have enough power to make it work in full resolution and at 60 FPS.
LOL using this metric of yours most games were gimmicks this gen
Native 4k is a waste of resources btw, expect reconstruction techniques and dynamic resolution to be standard next gen
 
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SamWeb

Member
Epic Fail. @4:29 in the Digital Foundry video, one of the reviewers says in regard to the game running at 1620p on the Xbox One X: "It's especially worth considering the fact that this is reconstructed, but it still looks so good." So, even at 1620p, the Xbox One X is upacaling from a lower resolution, just as the PS4 Pro is. Also, I don't know whether or not you're aware of the fact that the Xbox One X no longer runs the game at 2160p, since you included a quote that was describing the old, unpatched version of the game.

As for the PS4 Pro havihg worse shadows and anti-aliasing, it's only slightly worse.


"Based on pixel counts, it seems that the developer has matched RE2 Remake by running the game at 2880x1620 rather than 3840x2160. That's just 55 per cent of the pixel count overall (75 per cent of native resolution on each axis) but the impact to image quality isn't especially noticeable during gameplay - but the boost to frame-rate definitely is."
https://www.eurogamer.net/articles/...ident-evil-3-remake-xbox-one-x-patch-analysis

"Again, the Pro version also seems to be reconstructing with stippling checkerboard-stye artefacts in play."
https://www.eurogamer.net/articles/digitalfoundry-2020-resident-evil-3-remake-demo-analysis

New patch added pixels for pro version?
 
Is that real or edited? did he really get dollars and euros mixed?
If so damn he was really nervous, understandably so

LOL using this metric of yours most games were gimmicks this gen
Native 4k is a waste of resources btw, expect reconstruction techniques and dynamic resolution to be standard next gen
I totally agree that with reconstruction tecniques native resolution is just a surpassed concept. DLSS 2.0 is a great example of this, progress is not increasing with no limits, is doing the same or more with less. Unfortunately, marketing is marketing, but I really hope we look at image quality from a more efficient perspective than just MOAR PIXELS.
 
does this josh guy have an xbox following? a $399 ps5 will at least sell just as well as the xbox. if not more.

i think both consoles will be $499 and sell about the same in NA with MS having a small lead in NA and Sony a slightly bigger lead in europe.
Yea tim dog and blue nogorohobohocho interact with him all the time 😂

If ps5 is 399 and xsx is 499 ,ps5 will outsell xsx. There is no if about it . I just doubt ps5 is 399. That ssd , ram , cooling system , more feature packed dualsense don't come cheap. Only part they saved 30$ is gpu
 
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BluRayHiDef

Banned
"Based on pixel counts, it seems that the developer has matched RE2 Remake by running the game at 2880x1620 rather than 3840x2160. That's just 55 per cent of the pixel count overall (75 per cent of native resolution on each axis) but the impact to image quality isn't especially noticeable during gameplay - but the boost to frame-rate definitely is."
https://www.eurogamer.net/articles/...ident-evil-3-remake-xbox-one-x-patch-analysis

"Again, the Pro version also seems to be reconstructing with stippling checkerboard-stye artefacts in play."
https://www.eurogamer.net/articles/digitalfoundry-2020-resident-evil-3-remake-demo-analysis

New patch added pixels for pro version?

What is your point? They are BOTH reconstructed at 1620p (i.e. upscaled to 1620p). Also, I admitted that the Pro version has inferior image quality; however, the difference is insignificant.
 
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