PC or console: which is better? 【2020】 ???️
Table of contents:
- Generations vs. updates
- PC in gaming
- Consoles in gaming
- Graphics: what changes between PC and console
- Ambient occlusion
- Anti-Aliasing
- Rendering software (API)
- Shallow depth of field
- Particles and volumetric
- Refresh rate
- Shading and shadow quality
- Tessellation
- Filter and texture quality
- Vertical Sync
- performance
- What graphics options consume the most CPU?
- Play Station and XBox
- Play Station 4 and XBox One
- Play Station 4 Pro and XBox One X
- PS5 and XBox Series X "Scarlet"
- PC and laptop
- Frame drop
- Downgrade
- Resolution
- PC or console: other key factors
- Catalogs and exclusivity
- PC or console: the budget issue
- PC or Console: pros and cons
- Console
- PC
- Conclusions on PC or Console
- PC or console? What to expect in console
- PC or console? What to expect on PC
- In summary
PC or console? Let's be honest: this dilemma will never, ever end. Console gamers will continue to claim their exclusives and play on the remote from the comfort of their sofa while those on PC will talk about their high resolutions, vast market and free connectivity.
Although the rivalry of both sides is staunch, what is clear is that the one who can try to navigate between the two worlds and accepts the best that each of them has to offer. Which brings us to the inevitable question: which is better?
Index of contents
Generations vs. updates
Custom has made us distinguish technological advances according to the progress of gaming platforms since back in the 80's. Back then they were cataloged for generations and it is something that we experience collectively since the big brands tend to try to bring their products to the market with dates more or less close to each other.
In the West, consoles like Play Station and Nintendo 64 started a war for graphic progress, mechanics and gameplay that continues today. Wherever Play Station 2 (2000) appeared, it was made by XBox (2001) and Game Cube (2001). Play Station 3 vs XBox 360. The same situation occurred in the world of portable consoles (GameBoy vs Atari Lynx in 1989). In the late twentieth century the concept of the game was associated with a leisure that needed a specific device while the computer was a working tool. With the collapse of the desktop PC and the appearance of laptops, young people began to have more access to this platform where there was also room for specific games. This is where the paths of gaming began to divide.
PC in gaming
For many, the answer is clear: the computer is and always will be the platform where we can enjoy the best graphics, best dedicated online servers and the widest variety of catalogs. If something comes out for the console (unless it is exclusive), it will also come out for the PC, even if it is a bit seedy on Port, sometimes. And, if not, at the time. Let them tell Quantic Dream and its break from exclusivity with Sony in 2018. So let's see, what does the PC offer that the console does not give us?
The main distinction is that in the world of PC gaming, generations do not exist. Players are not aware of which is the next graphics engine chosen or how good it looks. The quality of the graphics, performance and resolution became entirely dependent on the user and his team. The real difference between playing the same game on two computers with the same components came to be as trivial as the use of an Nvidia or AMD graphics card.
We all know that games are developed by computer in the studios and each one uses a graph for its elaboration for some reasons or others, generally related to the game engine they work with. Traditionally, there are companies that choose Nvidia and others use AMD. The result is that performance and rendering may be slightly better in one or the other, with the Nvidia HairWorks in The Witcher 3: Wild Hunt being a good example. Want to see every last hair of Geralt de Rivia's white hair moving in the wind? Sorry, only with Nvidia. AMD eats the snot.
This may sound unfair, but it is always good to remember that competition is the way to progress. It is in the PC world where more models of new processors, RAM memory sets and graphics are launched on the market. Every year there is a new arsenal with which (if we wanted) we can update our team to have the best of the best. And the console? Well, between PS2 and PS3 nothing more or less happened than… six years! Even more important is the fact that when the console is launched on the market, the PC can now “move” for a long time what the “new generation” has achieved as new. Basically the PC is always ahead and there is nothing that consoles can do about it.
Consoles in gaming
You get home, make some dinner, jump on the couch, turn on your trusted console and… Home, sweet home! Something that makes gamers very proud is the comfort factor. The controls of the same have evolved towards an ergonomics with which a desktop mouse has it raw to compete, but where comfort is gained there is also less precision. Aiming assistance exists in console because a mouse is not the same as a controller, and those who play in competitive online mode know what it is to face an opponent armed with a mouse and keyboard.
The passing of the years has created a niche of players very faithful to the domestic platforms. They are easy to install, require no maintenance, and cost less than a mounted PC to move the exact same game. Generally this is a question where all the consoleros tend to coincide, but as the saying goes: "The devil is in the details . " Yes, you are playing Metro Exodus on your Play Station 4 at 1080p, but what is its visual quality?
The main problem with these platforms is the port or export of the game to work on them. This can be seen in factors such as volumetric, shadow, ambient occlusion, anti-alising and post processing among other factors. The consoles would sweat sweat and blood to move some graphics originally in Ultra HD to stable 60FPS, needing to go through a process that causes a visual drop but trying to preserve the stability of frames per second to guarantee a good gaming experience.
One of the factors that help this downgrade go unnoticed is the distance at which we play from our television if we compare it to that of a PC monitor. The relationship between resolution and inches has always been very close in the world of screens. The vast majority of us have a good-sized television in the living room to which we can connect our console, and with the times running that television will be 60Hz with 1080p. Some of you may have 4K screens, but remember that there are no native console games for that resolution: these are also a port or a rescaling that PC lovers notice a long time ago. While we may not see Artyom's skin pores in Metro Exodus , what is certain is that from the sofa we probably weren't going to look equally.
Graphics: what changes between PC and console
If there is something that does not change in the aesthetic aspect of the games, it is the graphic sections that to a greater or lesser extent have a presence in our games. In order to go into depth about the aspects that change between console and PC and how these affect its performance, FPS stability and maximum resolutions, we are going to discuss some of them.
Ambient occlusion
Atmospheric lighting or lighting with specific light sources are regulated in this section, as well as its refraction on all types of surfaces.
Anti-Aliasing
Basically it defines the rendering quality of the objects and how sharp the edges of the objects are. It is the section that consumes the most resources, since after rendering it performs a blur on the edges to make the dreaded "saw teeth" disappear or smooth them in higher resolutions. Currently there are many variants of this post-processing graphic process, some are standard and others exclusively create companies for their components:
- FXAA (Fast Approximate Anti-Aliasing): the rendering of the objects has less definition and the silhouettes are more blurred but in return the consumption of resources is less. SMAA (Enhanced Subpixel Morphological Anti-Aliasing): filter based on FXAA, improving results but with slightly higher consumption. MSAA (Multisampling Anti-Aliasing): The rendering software samples the textures and colors present in the pixels near the edges of the objects and adds intermediate points to smooth the transition. It is the fastest A nti-Aliasing system . QSAA (Quincunx Super Anti-Aliasing): more refined version of the MSAA, adding more transition points and smoothing. SSAA (Super Sampling Anti-Aliasing): the image is rendered at a higher resolution than our screen and subsequently reduced to the final size. This Anti-Aliasing method is applied not only to the edges of objects, but to their entire surface. Of the four presented it is the most complete. CSAA (Coverage Sampling Anti-Aliasing): Original post-processing of Nvidia's GeForce 8 series. It works like an MSAA but extracting a larger number of samples for rendering. EQAA (Enhanced Quality Anti-Aliasing: exclusive to AMD Radeon HD 6900 series. Essentially identical to CSAA. TXAA (Tempral Anti-Aliasing): post-processing developed by Nvidia. Take MSAA system as reference but reduce consumption and optimize better results CMAA (Conservative Morphological Anti-Aliasing): a rendering system developed by Intel, it is a midpoint between FXAA and SMAA.
What type of Anti-Aliasing is best for us? It all depends on the capacity of our PC. The factors that define this basic premise are dictated by our processing and graphics card mainly, with RAM being the next most relevant component.
- FXAA: it is for low-end PCs that are more office-oriented than gaming-oriented. MSAA: computers with intermediate components for multipurpose use. SSAA: For gaming PCs equipped with the latest processors and graphics.
Rendering software (API)
It becomes the program used to carry out the rendering process. Currently we have DirectX and Vulkan competing with each other. DirectX is something like the industry standard. In the PC world it has a greater presence than Vulkan, the latter being much more widespread on mobile systems such as Android.
We have an article focused specifically on the comparison of both APIs: DirectX 12 Vs Vulkan: The fight for the best graphics engine.Shallow depth of field
Set the definition and blur regarding the proximity of the elements present on our screen. A very wide depth of field requires more effort from the graphics engine, so in video games it is used as a resource to establish the rendering of elements and conserve resources.
Particles and volumetric
Two factors that are affected by issues such as rendering and physics. This is where we can group environmental or animation effects like smoke, fog, snow, rain or sparks. These are usually the first losses that we experience in a reduction of graphics since they are high-end aesthetic aspects that can consume a good amount of resources.
Refresh rate
This point no longer depends on our game platform but on the monitor or screen we use. The refresh rate consists of the number of times per second that the information on the screen is rewritten. The current standard starts from 60Hz, but it is already common to find models of 80, 120, 140 or even 240Hz. A higher refresh rate on our monitor allows us to appreciate more fluid movements since there are more frames per second.
For more details you can take a look at our article: What is the refresh rate of monitors?How does this affect us? Well basically in the relationship between the number of FPS that our console or PC can generate compared to what we see on the screen. Having a 60Hz monitor with a processor capable of generating more than 100 FPS per second on our PC is a waste. TVs instead have a current standard of 60Hz, which is the maximum FPS that consoles can move in the best circumstances.
Shading and shadow quality
3D objects cast shadows in space. The size and shape of these is defined by the position of the light point and once established we have the option of increasing their quality. This defines the sharpness of the shadows cast by all objects, presence or not of saw teeth on their edges and contrast.
Tessellation
It is a process that divides the main polygons into smaller ones. This helps smooth curved shapes and reliefs for 3D models. The quality and detail of this process varies from game to game and can best be appreciated in smaller 3D models.
Filter and texture quality
Increases the visible details in the textures from all angles, generating a greater sensation of relief on surfaces of all kinds (earth, fabrics with ornaments, wood…). Wherever the filter increases detail, the quality of textures can be regulated to a greater or lesser extent. This can increase the required resources and decrease performance.
Vertical Sync
The famous V-Sync helps the frames per second generated by our console or PC to be played according to the refresh rate of the television or monitor. Activating this option is highly recommended since it helps to avoid graphic problems such as screen tearing , those stripes that appear when we move the camera and some areas of the screen do not show the new position at the same speed.
The V-Sync creates a bottleneck in the images that are sent to the monitor to create an artificial FPS cap adapted to what it can generate and thus not waste visual performance. If your PC is not very powerful it can lower your performance a lot, in which case it would be better to have it disabled. Instead, it is recommended to activate it if you have a high-performance graphic and the FPS of the games exceed the Hz of the screen.
performance
Now that we have seen what some of the issues that are most affected by the graphics engine and processor used among other issues do, it is time to compare how each platform deals with the delicate issue of maintaining high graphics quality without fry the chips.
In general, the graphics can be classified as low, medium, high and ultra quality. Each of them can regulate visual aspects of the aforementioned by giving priority to one over the other, and we can even decide ourselves what to activate or not manually.
This visual section is that it takes most of the performance of the computer and to which all possible resources are dedicated. However, not only does the game look great, it must also run smoothly.
What graphics options consume the most CPU?
- Scaled resolution: Playing in 1080p, 2K or 4K can have a huge impact on our team given the increased rendering scale. Shades and their quality: level of detail, quantity and definition are key in the resources dedicated to them. Drawing distance: The visible depth of field that the motor must generate can usually be reduced without an impact greater than blurring at a long distance. Particles and volumetric: effects of fog, snow or dust that visually fill the stage can play tricks on poorly prepared teams. Quality of the effects: flashes or magic in combat, complexity of the shape and lighting of the fire… Quality of the reflections: especially notable in water, polished surfaces and glass. They usually combine shadow properties. Quality of the textures: the higher the definition, the more the load required to display them correctly, Anti-Aliasing: the more advanced the process and the greater the number of rendering layers, the more CPU consumption and the possibility of affecting the FPS.
To reduce resources while still seeing the game as "beautiful" we can start by reducing the quality of the shadows and drawing distance. These issues as well as the quality of reflections and particles are small details that can go much more unnoticed than aspects such as texturing and Anti-Aliasing.
Many games today usually start and automatically detect what graphic levels our computer can move, although we can later modify them.Now, in terms of performance, how is the world of consoles doing in matters of frames per second and resolutions? Let's see it.
Play Station and XBox
Everything on the consoles is tailor-made exclusively for them. From your processor, motherboard and graphics card. Leading companies in PC components and hardware (AMD, Intel and Nvidia) compete for their title in the graphic and generational section, providing more cores and teraflops.
The issue of teraflops is a hotly debated issue. Suffice it to say that its number indicates the ability to perform calculation operations in 3D graphics processing. The more flops, the more trades performed in less time. This is the origin of its relationship with the graphic power of the consoles.- MegaFlop = 1, 000 Flops GigaFlop = 1, 000 MegaFlops TeraFlop = 1, 000 GigaFlops
The interesting thing here is not only to observe how similar the processors and graphics of both platforms are in essence, but also to assess issues such as the resolution and stability of FPS.
GRAPHIC SPECIFICATIONS PS4 and XBox One | ||
Playstation 4 | Xbox One | |
CPU | AMD Jaguar, 800 Mhz (8 cores) | AMD Jaguar, 1.75 GHz (8 cores) |
GPU |
|
|
Play Station 4 and XBox One
- Resolution: 720p to 1080p and 1440p on an HD TV. For 4K models the console performs a scaling that tries to simulate this resolution. FPS: 30 FPS stable in 1080p (with spikes), up to 30 FPS in 4K. Specific games can run at 60 FPS in both resolutions.
Once the foundations of both companies were established in the so-called generational leap , the improvements to the original models arrived:
GRAPHIC SPECIFICATIONS PS4 Pro and XBox One X | ||
Play Station 4 Pro | XBox One X | |
CPU | AMD Jaguar, 800 Mhz (8 cores). | Jaguar Evolved, 2.3GHz (8 cores). |
GPU |
|
|
Play Station 4 Pro and XBox One X
- Resolution: 1080p on an HD TV. For 4K models the console performs a scaling that tries to simulate this resolution and allows a native resolution of 2160p in certain games. FPS: 720p at 60 stable FPS, up to 60 FPS in 1080p, up to 60 FPS in 4K. All this also depends on specific games.
The adaptation that many studies have made for their games on the Play Station 4 Pro and XBox One X compared to their predecessors is diverse. There are those that bet on a higher graphic quality and keep the frames per second and others that decide otherwise. Then we find beautiful games at 4K with 30 FPS of performance and others in 1080p but 60 FPS quite stable. 4K at 60 FPS is something like a unicorn, but there are games that reach it even if it is not completely stable.
PS5 and XBox Series X "Scarlet"
We have talked about consoles dating back to 2013, but with the change of a decade, the following versions of Play Station and XBox are already on the horizon. However, what we have left is to wait what technical specifications they present and what is their comparison to a graphic model on PC.
GRAPHIC SPECIFICATIONS PS5 and XBox Scarlet | ||
Play Station 5 | XBox Series X "Scarlet" | |
CPU | AMD Ryzen (8 cores), 3rd generation | Custom amd |
GPU | Navi | Zen 2 and Navi |
Due to the early of this article we are lacking more precise details of both platforms. In the case of Play Station 5 it has been confirmed that it will be compatible with 8K and will include native 4K (although it probably depends on the games). With XBox Series X "Scarlet" on the other hand the same situation occurs only adding the data to offer up to 120 FPS with variable refresh rate, although we assume that this also depends not only on the monitor but also on the games.
More interesting issues to mention is the backward compatibility with games from previous generations (PS4 and XBox One) as well as functionalities in the cloud or, of course, compatibility with augmented reality (in the case of PS5). The next question of interest is then: which GPUs are comparable to the next generation on consoles?
While the consoles already talk about 60 stable FPS, native 4K and 8k resolutions, on PC it turns out that the equivalent in the case of Play Station 5 is an AMD Radeon RX 5700 (2019) or Nvidia GTX 1080 (2016). The latter is not said by us but by Nvidia's CEO, Jensen Huang.
PC and laptop
The issue of gaming in the PC world is that AMD and Nvidia bring new versions of graphics cards to the market that have already improved the benefits of the aforementioned. Whether for lower consumption, better performance or more video power. Downgrade does not exist on PC. Your performance will depend exclusively on the components of our team and this leads us to the great advantage of the section: we can change them at our whim.
Choosing a good PC to play can be a real ordeal, especially when you are completely unaware of the world of components and budgets. This is the reason why many people opt for console. It's easy, it will work in your living room and you save yourself documenting. It is also possible to buy pre-assembled gaming computers, but generally this is not recommended if you have the possibility of assembling them piece by piece.
We have a great section on PC assembly that can come in handy: PC Settings: Gamer, Workstation, Design and Basic.Currently the graphical differences to play between a PC and a gaming laptop are around 10% of the performance. Laptop screens are getting better resolution every time, they are also lighter and offer a performance that is totally up to the task. The future of the industry with launches like the AMD Ryzen 4800 H in the first quarter of 2020 means that we can aspire to laptops with a colossal capacity for a budget similar to that of a gaming PC.
If you are considering the possibility of a gaming laptop, perhaps you should take a look at our article on Best laptops on the market.Now yes, it is not going to be a journey of roses. Although they have a large number of strengths in both hardware and software, desktop computers also have less attractive aspects. Regardless of its price, if we want to be legal we will need an operating system license, periodic updates, drivers, formatting, component cleaning...
Frame drop
This is a problem that has always been present, and that is that the frame drop issue depends on many factors. The amount of elements present on the screen, how well optimized the textures of the game, tessellation, etc., cause brutal drops of frames per second that even today exist especially on consoles. That's why many gamers' dreams are stable 1080 to 60FPS, something that shouldn't be anything out of this world.
What happens is that although our monitor can run at 120Hz or our television at 60Hz, that does not guarantee that the frames per second in game will be stable. In the case of the PC it depends on the power of our processing, RAM and graphics card mainly. Something that may also help is the use of an SSD instead of HDD as it streamlines data transmission and also reduces loading times.
The optimization of the games also affects their performance and therefore the frame drop that we may have. Optimized correct translates into smooth gameplay, stable FPS, and no poping , stuttering, or aliasing.
Downgrade
Downgrade or downgrade is a process that is brought to games after their development and optimized. This reduces the complexity of the graphics, textures, amount of frame rate , eliminates elements and reduces moving parts. The positive aspect of all this is that the performance and speed are increased, although the visual cost can be quite significant.
Downgrade is the term with which we generally refer also to the final result of the games that we see on the console compared to their version on PC or the first gameplay shown at E3 of rigor compared to the final result.Resolution
There is no game that is not currently made for 1080p resolution. This is the standard of the moment and on PC it coexists along with other resolutions such as 2K or ultra wide. Also for a few years we have among us 4K, a resolution four times higher than 1080p and that is now struggling to stabilize its FPS.
PC or console: other key factors
Apart from the graphic aspects compared on all platforms, there are also issues that should be borne in mind when we are considering buying a console or assembling a PC to parts. Here are some key aspects to consider.
Catalogs and exclusivity
You will all have seen the Steam memes when the summer or Christmas offers arrive, and that is something that is widespread in the world of desktop gaming. Obviously this situation is not exclusive to the PC and the consoles also have a good list of exclusive games on specific platforms.
These exclusive catalogs are for many users a compelling reason with which to justify the purchase of one platform or another, especially when it comes to Triple A releases that it is possible that only in a long time (or never) they will reach PC. Play Station and XBox are the companies that we usually have in mind when talking about exclusive games, but on computers there are also interesting things. We can often find small developer studios creating games designed just for this platform in a similar way to mobile formats.
Due to these factors it can be a great idea to take a look at future releases and their availability on PC or console, and even which one will be the one to take the exclusive.
PC or console: the budget issue
Having a computer at home is something that apparently became widespread from the 1990s onward. Online shopping, office tasks and leisure could be combined on this device for quite a long time until the smartphone market proved to be equally capable of managing many of these activities.
The truth is that although many of us have desktop computers or laptops, a basic computer does not support gameplay as it is. We can invest 500 euros in a basic computer (buying its screen, keyboard, mouse and speakers on the sidelines) but it will not be the same as a Play Station 5. Whether we want it or not, the budget makes the difference in this department.
It is here where the user who wants the computer to play is distinguished from the one who uses it for more daily activities and is not as demanding with what his PC can or cannot do. A gaming computer is not just little lights and a spectacular chassis. They carry a dedicated graphics, higher RAM consumption, good ventilation… We also have additional expenses in peripherals such as the screen if we want resolutions above 1080p or high refresh rates. Do you see where I'm going?
The console is a self-sufficient device for gaming. Yes, we will need an internet connection for updates and also a paid service to enjoy online game modes on the servers, but nothing further. When we buy it they bring their own remote control and we already have a television as well. A single device. A single cable. Now let's compare all this with the prices of consoles in the last 20 years:
EVOLUTION OF CONSOLE PRICES 2000-2020 | ||
YEAR | PLATFORM | PRICE |
2000 | Playstation 2 | € 450 |
2001 | ||
2002 | Game Cube
Xbox |
€ 199
€ 479 |
2003 | ||
2004 | Play Station Portable (PSP)
Nintendo DS |
€ 299 |
2005 | Xbox 360 | € 399 |
2006 | Nintendo Wii | € 249 |
2007 | Playstation 3 | € 599 |
2008 | ||
2009 | Play Station 3 Slim | € 299 |
2010 | ||
2011 | play Station Vita
Nintendo 3DS |
€ 299
€ 249.95 |
2012 | Wii U | € 299 |
2013 | Playstation 4
Xbox One |
€ 399
€ 499 |
2014 | ||
2015 | ||
2016 | Play Station 4 Slim
Play Station 4 Pro |
€ 299
€ 399 |
2017 | Nintendo Switch
XBox One X |
€ 329
€ 499 |
2018 | Play Station Classic | € 99.99 |
2019 | Google Stadia | € 129.99 |
2020 | Play Station 5
XBox Series X 'Scarlet' |
Prices unconfirmed |
Observing the previous table , the jump between living room or table consoles and portable consoles is evident. The issue that becomes clear is that the price of current or future consoles is around € 400 and € 500 at the start, becoming cheaper with later versions. A PC to match the qualities of future Play Station 5 and XBox Scarlet consoles exceeds that number, all without mentioning the screen, keyboard and mouse.
PC or Console: pros and cons
We would not want to stop being impartial at this point. It must be recognized that both worlds have positive and negative aspects, so let's take a quick look at each of them.
Console
Positive:
- Exclusive Tripe-A sets Maximum comfort Non-existent maintenance A single investment Transportable
Negative:
- Visually lower FPS more unstable Years pass until the next version They are not reusable Subscriptions to services to play online It can be difficult to find good discounts for games
PC
Positive:
- Wide catalog, access to indie games You can upgrade to new technologies Versatile, multi-tasking mod communities Maximum performance potential Better and older Access to pre-alpha or beta stages of games in development
Negative:
- They require maintenance The capital investment is usually higher They take up more space and are less transportable (unless we play on a laptop)
Conclusions on PC or Console
In a scenario with no prospect of change beyond new computer components and future gaming platforms to come, in the end it is quite complex to choose one format or the other. Those users who do not make use of new technologies beyond devices such as smartphones or tablets will find little benefit in mounting a gaming PC, especially if we consider that it would not only involve the cost of the tower and its components, but also the peripherals.
PC or console? What to expect in console
The world of consoles seems to be dominated by Microsoft and Play Station. Google Stadia came to the market with the promise of revolutionizing the industry, but frankly there are still aspects to polish on its platform to consider it an adversary totally at the height of the two heavyweights. With the future arrival of PS5 and XBox Series X, there are many players who are looking forward to the benefits they have promised.
Officially, there is still a lot of real data to confirm and later it will be possible to see a real comparison of its performance and FPS in the different possible resolutions. However reaching 1080p and 4K at 60 stable FPS as standard is a clear goal in 2020.
PC or console? What to expect on PC
PC gamers meanwhile are still there. They represent that audience niche that can have authentic cucumbers with screens at 244 FPS or normal teams to play League of Legends or Dota 2.
AMD and Nvidia pursue an unstoppable career and the entire hardware universe with them. The latest graphics cards and processors are testament to stability and performance at higher resolutions that continue to rise, although this is on par with its price.
In summary
Being a PC gamer can be expensive if we compare its components to the single expense of a console, but if what you want is only the best, this is where you will find your greatest ally. On the other hand, it is convenient to remember that you do not need a large PC to play or the latest components.
We recommend reading our configurations and tutorials about:
- Basic PC Settings Advanced PC Settings / Gaming Enthusiastic PC Settings Silent PC Settings
The console for its part continues to be that point of disconnection, a platform created and dedicated entirely to leisure that puts all its efforts into giving facilities to the user. The exclusive titles that we can find in them together with the ergonomics of the joystic is for many reasons more than enough. But what about you? PC or console?
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