What's new
  • Please do not post any links until you have 3 posts as they will automatically be rejected to prevent SPAM. Many words are also blocked due to being used in SPAM Messages. Thanks!

MSI GTX 780 Lightning Review

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
With NVIDIA’s GTX 780 continuing to sell well, MSI thought now was the best time to launch their Lightning, a card that took seemingly forever to develop and is supposed to dominate its competitors. It does have a lot to live up to considering the performances we’ve seen from the EVGA Classified and even ASUS’ DirectCU II OC.

Some may be wondering why it took this long for MSI to launch the GTX 780 Lightning considering we’re now some four months after NVIDIA announced the reference card. Truth be told, we haven’t seen a single Lightning generation that was introduced close to a technology’s original unveiling. This is simply because MSI pays minute attention to their flagships by specifically binning cores and engineering the best possible cooling / PWM solution. Al of this takes a significant amount of time. We also can’t forget that the GTX 780 still has a good amount of shelf life left so it’s not like the Lightning is being rolled out during its twilight days.

One interesting aspect of this card is MSI’s claim to have tested each unit for overclocking headroom. Now, they don’t make any guarantees, nor is an average achievable clock speed talked about in their documentation but supposedly burn-in routines are applied to every card before shipping so that should give some peace of mind for overclockers.

GTX-780-LIGHTNING-47.jpg

From an out-of-box specifications standpoint, the GTX 780 Lightning has relatively high average Boost and Base clocks, coming in a close second to EVGA’s Classified. However, we did notice it’s real-world Boost frequency only increased by a mere 20MHz over MSI’s stated average.

Considering competing solutions boast more substantial overhead, we initially wondered why this situation happened but it seems like our sample was hitting a voltage bottleneck even at its reference speeds. We aren’t alone in this either since many users have been posting about similar experiences on forums and resellers’ websites. Basically, it seems like MSI isn’t feeding their core with just enough voltage to ensure their baselines are met.

Such a limited frequency cap without additional voltage may be an issue for some since MSI has priced the Lighting at an astronomical $770, making it a whole $70 more than EVGA’s incredible Classified. Considering our experiences with that card, MSI may be hoping their laundry list of features and overclocking headroom accounts for the premium rather than initial performance.

GTX-780-LIGHTNING-1.jpg
GTX-780-LIGHTNING-2.jpg

Many aspects of the GTX Lightning remind us of high-end cards from years ago which came in packages of increasing complexity until board partners realized money was better spent elsewhere. Nonetheless, MSI has included a premium multi-tiered black box which not only looks incredible but is completely befitting of a flagship graphics card. Its size and weight will likely add to shipping costs but after its initial use, you can at least re-gift it to your wife as a jewelry box. Just scratch off that Lightning logo of the card will be the only thing keeping you warm at night.
 
Last edited:

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
A Closer Look at the MSI GTX 780 Lightning

A Closer Look at the MSI GTX 780 Lightning


GTX-780-LIGHTNING-4.jpg

The GTX 780 Lightning’s design is significantly different from previous iterations which typically stuck to MSI’s Twin Frozr heatsink. This time around, MSI is using their brand new and distinctive dual TriFrozr cooler that utilizes three fans for enhanced heat dissipation. It also looks simply stunning with a yellow / black color scheme with those touches of color in just the right areas.

While the TriFrozr may allow for cooler temperatures it and the Lightning’s custom PCB contribute to make this card one of the longest around. At 11.5” it may have issues fitting in some ATX chassis so measure before buying.

GTX-780-LIGHTNING-5.jpg

The TriFrozr heatsink is equipped with two 90mm fans and a single 80mm unit which work in tandem, pushing cool air down onto the internal fin array. Each of these is equipped with MSI’s proprietary Propeller Blade technology that allows for 20% more airflow than typical Cooltech fans found on ASUS and EVGA cards. They also counter-spin for about a second when the system starts in order to remove any built-up dust.

GTX-780-LIGHTNING-22.jpg

The three fans are hooked up to a pair of individual controllers (one for the outer fans and one for the inner) and can have their rotational speeds modified via MSI’s straightforward VGA Fan Controller software. Here, you simply choose a fan speed and apply it. We preferred to use AfterBurner which doesn’t allow for individual modifications but the global approach works just as well.

GTX-780-LIGHTNING-16.jpg

MSI’s approach to the TriFrozr’s design actually takes a multi-stage approach with front and back form-fitting anodized aluminum plates, the main heatsink itself the fans and a shroud that’s used to direct airflow. Supposedly this layout allows for better temperatures across all components rather than just the core and GDDR5 memory modules. It does however require three expansion slots.

GTX-780-LIGHTNING-17.jpg

The nickel plated innards are rated to dissipate up to 500W of heat and that shouldn’t come as a surprise. It uses a massive nickel-plated copper contact plate along with a total of seven 8mm Superpipe heatpipes to quickly whisk heat aware from the core. The base may not be polished to a mirror-like shine but that shouldn’t prevent it from performing up to expectations. For the record, we did notice that the number of fins has been slightly reduced when compared to previous Twin Frozr designs.

GTX-780-LIGHTNING-18.jpg

Speaking of the fins, MSI has added a unique curved secondary profile which directs airflow and eliminates excess turbulence between the fins. We haven’t seen this before so it should be interesting to see if features like this actually benefit the Lightning in the long term.

GTX-780-LIGHTNING-6.jpg

Moving around to the GTX 780 Lightning’s side, there’s an illuminated logo which glows green, blue or red depending on how much power the core is consuming. It is well integrated, showing how MSI flexed their engineering and fabrication muscle but this feature will be pretty much lost on anyone without a side window on their case.

GTX-780-LIGHTNING-9.jpg

Right above (or below depending on your perspective) that glowing logo is a two-position switch. Contrary to other reports, the Lightning comes with a pair of BIOS’s and not three; one of which houses the default profile with NVIDIA’s default Power Limit while the secondary LN2 BIOS allows for a vastly improved power overhead of 300%. Unfortunately, maximum voltage will still be capped at the NVIDIA-determined level of +39mV. The center position simply engages the default BIOS.


From the connector end of things, the Lightning has the usual offerings with a reference I/O panel and a pair of 8-pin power connectors. It also offers a trio of voltage read points and MSI has included small multimeter leads to facilitate secure point-to-point contact.
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
A Closer Look at the Lightning (pg.2)

A Closer Look at the Lightning (pg.2)


GTX-780-LIGHTNING-10.jpg

Flipping the card over we see a backplate serves two purposes: to stiffen the PCB, ensuring it doesn’t flex under the strain of supporting the overweight cooler and provide additional heat dissipation. There are a few cutouts for various power-centric components but otherwise, it covers nearly every corner.

GTX-780-LIGHTNING-11.jpg
GTX-780-LIGHTNING-12.jpg

While its name may elicit some snicker from certain enthusiast circles, the GPU Reactor does have its uses. According to MSI, attaching this add-on PCB to the area directly behind the GPU core is supposed to provide additional power capacity in order to ensure maximum stability when overclocking. To achieve this, the Reactor leverages the Lightning’s advanced VRM grid in order to selectively boost current to the core when need while virtually eliminating voltage fluctuations.

This is certainly an interesting concept and judging by the impressive clock speeds these cards have been achieving when placed into the right hands, the GPU Reactor seems to be doing its job. However, if you plan on overclocking within the limits of air cooling, we highly doubt you will see any benefits from this inclusion.

GTX-780-LIGHTNING-14.jpg

The GTX 780 Lightning’s PCB may not have the excess width of EVGA’s Classified but length has been added, allowing additional components to be housed within the PWM. Equipped with Military Class components which guarantee longevity, MSI’s massive 16+3 design is engineered from the ground up to provide constant, stable, ripple-free current to the GPU and memory. MSI has also added a trio of independent PWM controllers for the core, memory and auxiliary functions respectively.

One thing that will interest overclockers is MSI’s inclusion of Elpida memory on their highest-end GPU. While Samsung 6Gbps GDDR5 modules have been proved to overclock to ultra high levels, Elpida’s alternatives typically have problems going above the 6.6GHz mark regardless of how much voltage is thrown at them. Supposedly, the newest batches of EVGA’s Classified incorporate Samsung’s modules and as we saw in our review, their achievable frequencies are nothing short of spectacular.

GTX-780-LIGHTNING-3.jpg

Unfortunately, when the TriFrozr heatsink is removed for LN2 cooling and insulation, you’ll also need to take off the secondary heat spreader that’s attached to the memory and PWM. In order to ensure the PWM area remains within optimal operating temperatures, MSI provides a replacement machined aluminum plate with thermal tape for effective heat transfer.
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Test System & Setup

Main Test System

Processor: Intel i7 3930K @ 4.5GHz
Memory: Corsair Vengeance 32GB @ 1866MHz
Motherboard: ASUS P9X79 WS
Cooling: Corsair H80
SSD: 2x Corsair Performance Pro 256GB
Power Supply: Corsair AX1200
Monitor: Samsung 305T / 3x Acer 235Hz
OS: Windows 7 Ultimate N x64 SP1


Acoustical Test System

Processor: Intel 2600K @ stock
Memory: G.Skill Ripjaws 8GB 1600MHz
Motherboard: Gigabyte Z68X-UD3H-B3
Cooling: Thermalright TRUE Passive
SSD: Corsair Performance Pro 256GB
Power Supply: Seasonic X-Series Gold 800W


Drivers:
AMD 13.8 BETA
NVIDIA 326.80


*Notes:

- All games tested have been patched to their latest version

- The OS has had all the latest hotfixes and updates installed

- All scores you see are the averages after 3 benchmark runs

All IQ settings were adjusted in-game and all GPU control panels were set to use application settings


The Methodology of Frame Testing, Distilled


How do you benchmark an onscreen experience? That question has plagued graphics card evaluations for years. While framerates give an accurate measurement of raw performance , there’s a lot more going on behind the scenes which a basic frames per second measurement by FRAPS or a similar application just can’t show. A good example of this is how “stuttering” can occur but may not be picked up by typical min/max/average benchmarking.

Before we go on, a basic explanation of FRAPS’ frames per second benchmarking method is important. FRAPS determines FPS rates by simply logging and averaging out how many frames are rendered within a single second. The average framerate measurement is taken by dividing the total number of rendered frames by the length of the benchmark being run. For example, if a 60 second sequence is used and the GPU renders 4,000 frames over the course of that time, the average result will be 66.67FPS. The minimum and maximum values meanwhile are simply two data points representing single second intervals which took the longest and shortest amount of time to render. Combining these values together gives an accurate, albeit very narrow snapshot of graphics subsystem performance and it isn’t quite representative of what you’ll actually see on the screen.

FCAT on the other hand has the capability to log onscreen average framerates for each second of a benchmark sequence, resulting in the “FPS over time” graphs. It does this by simply logging the reported framerate result once per second. However, in real world applications, a single second is actually a long period of time, meaning the human eye can pick up on onscreen deviations much quicker than this method can actually report them. So what can actually happens within each second of time? A whole lot since each second of gameplay time can consist of dozens or even hundreds (if your graphics card is fast enough) of frames. This brings us to frame time testing and where the Frame Time Analysis Tool gets factored into this equation.

Frame times simply represent the length of time (in milliseconds) it takes the graphics card to render and display each individual frame. Measuring the interval between frames allows for a detailed millisecond by millisecond evaluation of frame times rather than averaging things out over a full second. The larger the amount of time, the longer each frame takes to render. This detailed reporting just isn’t possible with standard benchmark methods.

We are now using FCAT for ALL benchmark results.


Frame Time Testing & FCAT

To put a meaningful spin on frame times, we can equate them directly to framerates. A constant 60 frames across a single second would lead to an individual frame time of 1/60th of a second or about 17 milliseconds, 33ms equals 30 FPS, 50ms is about 20FPS and so on. Contrary to framerate evaluation results, in this case higher frame times are actually worse since they would represent a longer interim “waiting” period between each frame.

With the milliseconds to frames per second conversion in mind, the “magical” maximum number we’re looking for is 28ms or about 35FPS. If too much time spent above that point, performance suffers and the in game experience will begin to degrade.

Consistency is a major factor here as well. Too much variation in adjacent frames could induce stutter or slowdowns. For example, spiking up and down from 13ms (75 FPS) to 28ms (35 FPS) several times over the course of a second would lead to an experience which is anything but fluid. However, even though deviations between slightly lower frame times (say 10ms and 25ms) wouldn’t be as noticeable, some sensitive individuals may still pick up a slight amount of stuttering. As such, the less variation the better the experience.

In order to determine accurate onscreen frame times, a decision has been made to move away from FRAPS and instead implement real-time frame capture into our testing. This involves the use of a secondary system with a capture card and an ultra-fast storage subsystem (in our case five SanDisk Extreme 240GB drives hooked up to an internal PCI-E RAID card) hooked up to our primary test rig via a DVI splitter. Essentially, the capture card records a high bitrate video of whatever is displayed from the primary system’s graphics card, allowing us to get a real-time snapshot of what would normally be sent directly to the monitor. By using NVIDIA’s Frame Capture Analysis Tool (FCAT), each and every frame is dissected and then processed in an effort to accurately determine latencies, frame rates and other aspects.

We've also now transitioned all testing to FCAT which means standard frame rates are also being logged and charted through the tool. This means all of our frame rate (FPS) charts use onscreen data rather than the software-centric data from FRAPS, ensuring dropped frames are taken into account in our global equation.
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Assassin’s Creed III / Crysis 3

Assassin’s Creed III (DX11)


<iframe width="560" height="315" src="http://www.youtube.com/embed/RvFXKwDCpBI?rel=0" frameborder="0" allowfullscreen></iframe>​

The third iteration of the Assassin’s Creed franchise is the first to make extensive use of DX11 graphics technology. In this benchmark sequence, we proceed through a run-through of the Boston area which features plenty of NPCs, distant views and high levels of detail.


2560x1440

GTX-780-LIGHTNING-37.jpg

GTX-780-LIGHTNING-30.jpg


Crysis 3 (DX11)


<iframe width="560" height="315" src="http://www.youtube.com/embed/zENXVbmroNo?rel=0" frameborder="0" allowfullscreen></iframe>​

Simply put, Crysis 3 is one of the best looking PC games of all time and it demands a heavy system investment before even trying to enable higher detail settings. Our benchmark sequence for this one replicates a typical gameplay condition within the New York dome and consists of a run-through interspersed with a few explosions for good measure Due to the hefty system resource needs of this game, post-process FXAA was used in the place of MSAA.


2560x1440

GTX-780-LIGHTNING-38.jpg

GTX-780-LIGHTNING-31.jpg
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Dirt: Showdown / Far Cry 3

Dirt: Showdown (DX11)


<iframe width="560" height="315" src="http://www.youtube.com/embed/IFeuOhk14h0?rel=0" frameborder="0" allowfullscreen></iframe>​

Among racing games, Dirt: Showdown is somewhat unique since it deals with demolition-derby type racing where the player is actually rewarded for wrecking other cars. It is also one of the many titles which falls under the Gaming Evolved umbrella so the development team has worked hard with AMD to implement DX11 features. In this case, we set up a custom 1-lap circuit using the in-game benchmark tool within the Nevada level.


2560x1440

GTX-780-LIGHTNING-39.jpg

GTX-780-LIGHTNING-32.jpg



Far Cry 3 (DX11)


<iframe width="560" height="315" src="http://www.youtube.com/embed/mGvwWHzn6qY?rel=0" frameborder="0" allowfullscreen></iframe>​

One of the best looking games in recent memory, Far Cry 3 has the capability to bring even the fastest systems to their knees. Its use of nearly the entire repertoire of DX11’s tricks may come at a high cost but with the proper GPU, the visuals will be absolutely stunning.

To benchmark Far Cry 3, we used a typical run-through which includes several in-game environments such as a jungle, in-vehicle and in-town areas.



2560x1440

GTX-780-LIGHTNING-40.jpg

GTX-780-LIGHTNING-33.jpg
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Hitman Absolution / Max Payne 3

Hitman Absolution (DX11)


<iframe width="560" height="315" src="http://www.youtube.com/embed/8UXx0gbkUl0?rel=0" frameborder="0" allowfullscreen></iframe>​

Hitman is arguably one of the most popular FPS (first person “sneaking”) franchises around and this time around Agent 47 goes rogue so mayhem soon follows. Our benchmark sequence is taken from the beginning of the Terminus level which is one of the most graphically-intensive areas of the entire game. It features an environment virtually bathed in rain and puddles making for numerous reflections and complicated lighting effects.


2560x1440

GTX-780-LIGHTNING-41.jpg

GTX-780-LIGHTNING-34.jpg


Max Payne 3 (DX11)


<iframe width="560" height="315" src="http://www.youtube.com/embed/ZdiYTGHhG-k?rel=0" frameborder="0" allowfullscreen></iframe>​

When Rockstar released Max Payne 3, it quickly became known as a resource hog and that isn’t surprising considering its top-shelf graphics quality. This benchmark sequence is taken from Chapter 2, Scene 14 and includes a run-through of a rooftop level featuring expansive views. Due to its random nature, combat is kept to a minimum so as to not overly impact the final result.


2560x1440

GTX-780-LIGHTNING-42.jpg

GTX-780-LIGHTNING-35.jpg
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Tomb Raider

Tomb Raider (DX11)


<iframe width="560" height="315" src="http://www.youtube.com/embed/okFRgtsbPWE" frameborder="0" allowfullscreen></iframe>​

Tomb Raider is one of the most iconic brands in PC gaming and this iteration brings Lara Croft back in DX11 glory. This happens to not only be one of the most popular games around but it is also one of the best looking by using the entire bag of DX11 tricks to properly deliver an atmospheric gaming experience.

In this run-through we use a section of the Shanty Town level. While it may not represent the caves, tunnels and tombs of many other levels, it is one of the most demanding sequences in Tomb Raider.


2560x1440

GTX-780-LIGHTNING-43.jpg

GTX-780-LIGHTNING-36.jpg
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Temperatures & Acoustics / Power Consumption

Temperature Analysis


For all temperature testing, the cards were placed on an open test bench with a single 120mm 1200RPM fan placed ~8” away from the heatsink. The ambient temperature was kept at a constant 22°C (+/- 0.5°C). If the ambient temperatures rose above 23°C at any time throughout the test, all benchmarking was stopped..

For Idle tests, we let the system idle at the Windows 7 desktop for 15 minutes and recorded the peak temperature.


GTX-780-LIGHTNING-45.jpg

At first glance, for all its size and triple fan layout, there’s really nothing special about the TriFrozr heatsink. The temperature results it returns are nothing spectacular when compared against cards from ASUS, EVGA and Gigabyte which all operate at higher average Boost frequencies. Sure, it keeps readings below that magical 80°C mark, but that really doesn’t mean much considering how much mass is thrown at the thermal problem.


Acoustical Testing


What you see below are the baseline idle dB(A) results attained for a relatively quiet open-case system (specs are in the Methodology section) sans GPU along with the attained results for each individual card in idle and load scenarios. The meter we use has been calibrated and is placed at seated ear-level exactly 12” away from the GPU’s fan. For the load scenarios, a loop of Unigine Valley is used in order to generate a constant load on the GPU(s) over the course of 15 minutes.

GTX-780-LIGHTNING-44.jpg

And here’s why temperatures may remain a bit higher: simply incredible acoustical results. Even though the Lightning may be one of the fastest cards on the market, but it is also one of the quietest we have ever tested. More importantly, this gives overclockers and gamers alike plenty of room to increase fan speeds to compensate for higher frequencies without worrying about making an absolute racket.


System Power Consumption


For this test we hooked up our power supply to a UPM power meter that will log the power consumption of the whole system twice every second. In order to stress the GPU as much as possible we used 15 minutes of Unigine Valley running on a loop while letting the card sit at a stable Windows desktop for 15 minutes to determine the peak idle power consumption.

Please note that after extensive testing, we have found that simply plugging in a power meter to a wall outlet or UPS will NOT give you accurate power consumption numbers due to slight changes in the input voltage. Thus we use a Tripp-Lite 1800W line conditioner between the 120V outlet and the power meter.

GTX-780-LIGHTNING-46.jpg

We have a sneaking suspicion that our sample uses a higher leakage core. This is due to a number of factors: the clock speeds don’t increase much past MSI’s stated Boost Clock and the temperatures are slightly higher than what others are reporting. In addition, the power consumption numbers are higher than cards that boast better clock speeds.

We also have to remember that higher leakage cores also tend to overclock better, so on to the next page!
 

SKYMTL

HardwareCanuck Review Editor
Staff member
Joined
Feb 26, 2007
Messages
12,840
Location
Montreal
Overclocking Results

Overclocking Results


The Lightning’s out-of-box performance results may not be noticeably better than those of a reference card but, like the ASUS GTX 780 DirectCU II, MSI’s flagship’s primary focus is on overclocking. There are a number of different ways to go about achieving your goals in this respect, some which are targeted towards people like you and I while others tend to focus on the extreme, professional overclocking crowd.

GTX-780-LIGHTNING-19.jpg
GTX-780-LIGHTNING-20.jpg

To begin with, MSI has pre-loaded two (yes two) BIOS’s onto the GTX 780 Lightning, one of which retains NVIDIA’s defaults while the other pushes the dial to eleven. For starters, the default core voltage and Power Limit max out at just 37mV and 109% respectively whereas the so-called “LN2 BIOS” allows for a Power Limit of 300%. This is far above and beyond what was offered on the ill-fated GTX 770 Lightning, a card that promised so much but under-delivered at nearly every turn. You’ll need the latest version of AfterBurner -3.3.0 Beta 14- to take advantage of this incredible overhead.

With a Power Limit of 300%, we set out on a journey to find how far the Lightning would go, given its incredible heatsink and a component selection that beggars belief.

GTX-780-LIGHTNING-15.jpg

Unlike its GTX 770 predecessor, the GTX 780 Lightning met and in some ways exceeded our expectations for air cooled overclocking With a final stable core clock speed of 1280MHz, we couldn’t have been happier since this stopped just short of the EVGA GTX 780 Classified’s 1319MHz and even outstripped ASUS’ impressive GTX 780 DirectCU II’s impressive result. Unfortunately, increasing the Power Limit further didn’t help the situation since the core voltage ended up being our bottleneck. More importantly, this was achieved with a fan seed of 80% which could have been lowered even further but still achieved a great balance between noise and performance.

The real limiting factor for many overclockers will be the memory. Elpida ships just aren’t known for their clock speed prowess, regardless of how much voltage is thrown in their face and the Lightning’s proved that point. They hit a plateau at 6450MHz, nearly 1GHz short of the Samsung chips found on our GTX 780 Classified.

Now, some might rightfully say that the GTX 780 doesn’t need this excess bandwidth but when someone is going for the highest clocks possible, the Elpida modules on the Lightning will be a limiting factor.

GTX-780-LIGHTNING-21.jpg

There is one final wrinkle in the Lightning’s fabric. MSI ultimately holds the keys to another version of AfterBurner which is under a strict “do not distribute” ban due to restrictions from NVIDIA and is individually keyed to the individual it is sent to. It allows for absolutely ridiculous amount of voltage and will be a Holy Grail to extreme overclockers. With it, you can seriously mess of your graphics card so it shouldn’t be surprising that MSI will only send this to people who they pre-approve.

Unfortunately the version sent to us had a fundamental issue since it always miss-reporting our card’s Power Limit. As a result, it didn’t allow one iota more overclocking headroom but we’ve already seen extreme overclockers hit the 1.5GHz mark with the Lightning and presumably this version of AfterBurner. We won’t hold this against MSI in any way since this version isn’t meant for public consumption anyways.

As you might expect, even within the boundaries of the standard AfterBurner, the GTX 780 Lightning achieves some great framerate numbers.

GTX-780-LIGHTNING-48.jpg

GTX-780-LIGHTNING-49.jpg
 
Last edited:

Latest posts

Top