Free webp to jpg
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)
Full DPX reference →
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
Full VTF reference →

Browser Support Comparison

Browser DPX VTF
Chrome Chrome
Firefox Firefox
Safari Safari
Edge Edge
IE IE (Legacy)
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)
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