Free webp to jpg
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
Full FLIF 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 FLIF VTF
Chrome Chrome
Firefox Firefox
Safari Safari
Edge Edge
IE IE (Legacy)
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)
Share this comparison