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Image MIME Reference
FITS

Flexible Image Transport System

image/fits
VS

Valve Texture Format

image/vnd.valve.source.texture
VTF

A complete technical comparison of Flexible Image Transport System and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.

Equal browser support

Feature Support

Feature FITS VTF
Transparency (Alpha) ✕ No Yes
Animation Support ✕ No Yes
Progressive Loading ✕ No ✕ No
HDR Support Yes Yes
EXIF Metadata ✕ No ✕ No
ICC Color Profile ✕ No ✕ No
Flexible Image Transport System
image/fits
Extension
.fits.fit.fts
Container FITS
Compression Uncompressed / Tile Compressed (Rice, GZIP)
Algorithm
UncompressedRiceGZIPHcompress
Color Depth 8-bit, 16-bit, 32-bit, 64-bit (Float/Double)
Developed by IAU FITS Working Group / NASA
Released 1981
Magic Bytes
53 49 4D 50 4C 45 20 20 3D 20
Full FITS 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 FITS VTF
Chrome Chrome
Firefox Firefox
Safari Safari
Edge Edge
IE IE (Legacy)
FITS

FITS Strengths

  • The undisputed global standard for archiving and sharing astronomical data
  • Self-documenting: Headers are written in plain ASCII, ensuring data is readable decades later regardless of software
  • Supports incredibly high dynamic range, N-dimensional arrays, and complex binary tables
Limitations
  • No support in standard consumer software or web browsers
  • Uncompressed raw FITS files from modern telescopes can be excessively large
  • Does not use standard metadata models like EXIF or XMP, requiring specialized parsers
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

FITS
Use FITS when…
  • Astronomy & Astrophysics
  • Space Telescope Data (Hubble, JWST)
  • Scientific Data Archiving
  • Spectroscopy
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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