Image MIME Reference
FLIF
Free Lossless Image Format
image/flif
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of Free Lossless Image Format and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.
Equal browser support
Feature Support
| Feature | FLIF | VTF |
|---|---|---|
| Transparency (Alpha) | Yes | Yes |
| Animation Support | Yes | Yes |
| Progressive Loading | Yes | ✕ No |
| HDR Support | Yes | Yes |
| EXIF Metadata | Yes | ✕ No |
| ICC Color Profile | Yes | ✕ No |
Free Lossless Image Format
image/flif
Extension
.flif
Container
FLIF Bitstream
Compression
Lossless (MANIAC Entropy Coding)
Algorithm
MANIAC (Meta-Adaptive Near-zero Integer Arithmetic Coding)
Color Depth
1-bit to 16-bit (Per Channel), Grayscale, RGB, RGBA, CMYK
Developed by
Jon Sneyers and Pieter Wuille (Cloudinary)
Released
2015
Magic Bytes
46 4C 49 46
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 | FLIF | VTF |
|---|---|---|
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
FLIF
FLIF Strengths
- Achieves some of the highest lossless compression ratios ever developed for raster images
- Incredible progressive decoding allows an image to be highly recognizable even after only 5% of the file has been downloaded
- Supports animations and complex alpha channels losslessly
Limitations
- Officially abandoned in favor of JPEG XL
- Zero native support in web browsers or standard operating system previewers
- Encoding speed can be significantly slower than standard PNG or WebP compression
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
FLIF
Use FLIF when…
- Archival of Uncompressed Image Assets
- Bandwidth-Constrained Progressive Image Loading (Historical)
- Medical and Scientific Imaging Storage
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)