Image MIME Reference
FreeHand
Macromedia FreeHand Document
image/x-freehand
VS
Khronos Texture 2.0
image/ktx2
KTX2
A complete technical comparison of Macromedia FreeHand Document and Khronos Texture 2.0 — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.
Equal browser support
Feature Support
| Feature | FreeHand | KTX2 |
|---|---|---|
| Transparency (Alpha) | Yes | Yes |
| Animation Support | Yes | ✕ No |
| Progressive Loading | ✕ No | ✕ No |
| HDR Support | ✕ No | Yes |
| EXIF Metadata | ✕ No | ✕ No |
| ICC Color Profile | Yes | ✕ No |
Macromedia FreeHand Document
image/x-freehand
Extension
.fh.fh4.fh5.fh7.fh8.fh9.fh10.fh11.ft11
Container
Proprietary Binary (Aldus Graphic Document)
Compression
Uncompressed / Deflate (in later versions)
Algorithm
NoneDeflate (Optional in later versions)
Color Depth
Vector Data (RGB/CMYK)
Developed by
Altsys / Aldus / Macromedia
Released
1988
Magic Bytes
41 47 44 31 to 41 47 44 34
Khronos Texture 2.0
image/ktx2
Extension
.ktx2
Container
KTX 2.0
Compression
Basis Universal (ETC1S / UASTC) / Zstandard (zstd) Supercompression / Uncompressed
Algorithm
ETC1SUASTCZstandard (zstd)Raw GPU Formats (ASTC, BCn)
Color Depth
8-bit, 16-bit, 32-bit (Float)
Developed by
Khronos Group
Released
2021
Magic Bytes
AB 4B 54 58 20 32 30 BB 0D 0A 1A 0A
Browser Support Comparison
| Browser | FreeHand | KTX2 |
|---|---|---|
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
FreeHand
FreeHand Strengths
- Historically one of the most powerful and intuitive vector editors on the market, praised for multi-page support long before Adobe Illustrator implemented it
- Files are generally compact and self-contained
Limitations
- Completely abandoned proprietary format; Adobe actively blocked native import in modern versions of Illustrator
- No support in modern web browsers; must be converted to SVG
- Versioning fragmentation means parsers must account for wildly different binary structures depending on the specific .fhX extension used
KTX2
KTX2 Strengths
- Universal hardware compatibility: write once, transcode anywhere to the target GPU's preferred format (ASTC, BC7, PVRTC, etc.)
- Drastically reduces transmission size over networks thanks to Basis Universal and Zstandard supercompression
- Seamless integration with the glTF ecosystem for optimized 3D asset delivery
Limitations
- Requires WebAssembly (Wasm) decoders and JavaScript loaders for web viewing, increasing initial application payload slightly
- Encoding textures into high-quality Basis Universal UASTC can be computationally intensive and slow
- Zero support in traditional 2D image viewers or native OS previews
When to choose which format
FreeHand
Use FreeHand when…
- Legacy Graphic Design Portfolios
- Historical Desktop Publishing Archival
- Old Corporate Logo Vectors
KTX2
Use KTX2 when…
- glTF 3D Models (KHR_texture_basisu)
- WebGPU and WebGL Applications
- Game Engines (Unity, Unreal, Godot)
- Augmented and Virtual Reality (AR/VR)