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Grand Theft Auto: San Andreas is a 2004 action-adventure game developed by Rockstar North and published by Rockstar Games.It is the fifth main game in the Grand Theft Auto series, following 2002's Grand Theft Auto: Vice City, and the seventh entry overall.
Grand Theft Auto: The Trilogy – The Definitive Edition was developed by Grove Street Games [a] and published by Rockstar Games. [17] Under its former name War Drum Studios, Grove Street Games previously developed mobile versions of the trilogy, as well as the PlayStation 3 and Xbox 360 versions of San Andreas.
The idea was first raised during Grand Theft Auto: San Andreas ' development, but contemporaneous hardware restrictions made it infeasible. [35] Having developed two Grand Theft Auto IV episodic expansion packs featuring new protagonists in 2009, the team wanted to base Grand Theft Auto V around three simultaneously controlled protagonists. [12]
The first version of Multi Theft Auto, dubbed Grand Theft Auto III: Alternative Multiplayer, attempted to fill in this gap by extending an already existing cheating tool with functionality that allowed the game to be played with a very crude form of two-player racing over a computer network purely as a proof of concept, [3] similar to how the ...
This means that compressed archives with the UC2 file extension can hold almost 1 million files. .uca PerfectCompress [17] Windows: Windows: No Based on PAQ, RZM, CSC, CCM, and 7zip. The format consists of a PAQ, RZM, CSC, or CCM compressed file and a manifest with compression settings stored in a 7z archive. .uha UHarc DOS/Windows: DOS/Windows ...
Grand Theft Auto VI is set in the fictional open world state of Leonida—based on Florida—which includes Vice City, a fictionalised version of Miami. [1] [2] [3] Vice City was previously featured in Grand Theft Auto (1997) and as the main setting of Grand Theft Auto: Vice City (2002) and Grand Theft Auto: Vice City Stories (2006).
S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. [1] [2] for use in their Savage 3D computer graphics accelerator.
For signals of indefinite size, such as streaming audio and video, the compression ratio is defined in terms of uncompressed and compressed data rates instead of data sizes: C o m p r e s s i o n R a t i o = U n c o m p r e s s e d D a t a R a t e C o m p r e s s e d D a t a R a t e {\displaystyle {\rm {Compression\;Ratio}}={\frac {\rm ...