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Silent Hunter III is a submarine simulation developed by Ubisoft Bucharest and published by Ubisoft. It was released for Windows on March 15, 2005. Like Silent Hunter II , it places the player in command of a German U-boat during the Battle of the Atlantic in World War II .
After version 10.0.0, 64-bit codecs are integrated into the regular editions. Prior to this version there was a 64-bit edition designed specifically for 64-bit OSes. After version 11.3.0, the 32-bit and 64-bit versions of LAV Filters share their settings, and an option to install only 64-bit codecs was added (visible only in Expert install mode).
The Combined Community Codec Pack, more commonly referred to by its acronym CCCP, is a collection of codecs (video compression filters) packed for Microsoft Windows, designed originally for the playback of anime fansubs. [2] The CCCP was developed and maintained by members of various fansubbing groups.
CRI Sofdec codec - a MPEG variant with 11-bit DC and color space correction; [87] used in Sofdec middleware CRI P256 - used in Sofdec middleware for Nintendo DS [ 88 ] Indeo Video Interactive (aka Indeo 4/5) - used in PC games for Microsoft Windows
Silent Hunter 5: Battle of the Atlantic is a submarine simulator for Microsoft Windows developed by Ubisoft Bucharest and published by Ubisoft. It is the fifth and latest installment of the Silent Hunter franchise and the successor of Silent Hunter 4: Wolves of the Pacific .
Silent Hunter is a World War II submarine combat simulation for MS-DOS, developed by Aeon Electronic Entertainment and published by Strategic Simulations in 1996. The game takes place in the Pacific War during World War II, the player commanding a submarine of the United States Navy .
Silent Hunter 4: Wolves of the Pacific (known in the United States as Silent Hunter: Wolves of the Pacific) is a computer submarine simulation for Windows developed by Ubisoft Bucharest and published by Ubisoft in 2007. It places the player in command of a U.S. Navy submarine during World War II and takes place in the Pacific theater. The game ...
The quality the codec can achieve is heavily based on the compression format the codec uses. A codec is not a format, and there may be multiple codecs that implement the same compression specification – for example, MPEG-1 codecs typically do not achieve quality/size ratio comparable to codecs that implement the more modern H.264 specification.
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