Image MIME Reference
DPX
Digital Picture Exchange
image/dpx
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of Digital Picture Exchange and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.
Equal browser support
Feature Support
| Feature | DPX | VTF |
|---|---|---|
| Transparency (Alpha) | Yes | Yes |
| Animation Support | ✕ No | Yes |
| Progressive Loading | ✕ No | ✕ No |
| HDR Support | Yes | Yes |
| EXIF Metadata | ✕ No | ✕ No |
| ICC Color Profile | ✕ No | ✕ No |
Digital Picture Exchange
image/dpx
Extension
.dpx
Container
DPX (SMPTE ST 268)
Compression
Uncompressed / RLE (Rarely used)
Algorithm
Uncompressed
Color Depth
8-bit, 10-bit, 12-bit, 16-bit, 32-bit (Float)
Developed by
SMPTE (Society of Motion Picture and Television Engineers)
Released
1994
Magic Bytes
53 44 50 58 (Big-endian) / 58 50 44 53 (Little-endian)
Valve Texture Format
image/vnd.valve.source.texture
Extension
.vtf
Container
Valve Texture Format Header
Compression
DXTC (DXT1, DXT3, DXT5) / Uncompressed (BGRA8888, RGB888, etc.)
Algorithm
DXT1-DXT5None
Color Depth
8-bit, 24-bit (RGB), 32-bit (RGBA), 16-bit Floating Point (HDR)
Developed by
Valve Corporation
Released
2004
Magic Bytes
56 54 46 00
Browser Support Comparison
| Browser | DPX | VTF |
|---|---|---|
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
DPX
DPX Strengths
- Industry standard for transferring uncompressed, high-fidelity film and VFX data
- Rich industry-specific metadata including timecode, keykode, and film stock information
- Supports logarithmic color spaces (LogC, Cineon) to preserve the massive dynamic range of film negatives
Limitations
- Massive file sizes (e.g., a single 4K 10-bit frame is ~50MB, resulting in ~1.2GB per second at 24fps)
- Zero native support in web browsers or consumer OS image viewers
- Requires heavy-duty, fast storage infrastructure (RAID/NVMe) to playback in real-time
VTF
VTF Strengths
- Extremely fast loading within the Source Engine because the block-compressed data goes directly into the GPU's VRAM without CPU decompression overhead
- Bundles mipmaps, volumetric slices, cubemap faces, and animation frames entirely within a single file
- Openly documented by the Valve Developer Community, leading to a massive ecosystem of third-party modding tools
Limitations
- Strictly tied to the Source Engine ecosystem; entirely useless in standard web or print contexts
- No native support in standard image editors without hunting down and installing specialized plugins
- Block compression algorithms (DXT) are lossy and can cause visible artifacting, especially on normal maps or smooth gradients
When to choose which format
DPX
Use DPX when…
- Film Scanning
- Visual Effects (VFX)
- Digital Intermediate (DI)
- Color Grading
- Archival
VTF
Use VTF when…
- Source Engine Game Textures
- Custom Maps and Modding (Garry's Mod, CS:GO)
- Animated In-Game Decals and Sprays
- Environment Cubemaps (Skyboxes)