Image MIME Reference
HSJ2
JPEG 2000 Image Sequence (Obsolete)
image/hsj2
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of JPEG 2000 Image Sequence (Obsolete) and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.
Equal browser support
Feature Support
| Feature | HSJ2 | 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 |
JPEG 2000 Image Sequence (Obsolete)
image/hsj2
Extension
.hsj2
Container
HEIF / ISOBMFF (ISO/IEC 15444-16 Obsolete)
Compression
Lossy / Lossless
Algorithm
Motion JPEG 2000 (ISO/IEC 15444-3)
Color Depth
8-bit, 10-bit, 12-bit, 16-bit
Developed by
ISO/IEC JTC 1 / ITU-T
Released
2019
Magic Bytes
XX XX XX XX 66 74 79 70 68 73 6A 32
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 | HSJ2 | VTF |
|---|---|---|
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
HSJ2
HSJ2 Strengths
- Historically attempted to combine Motion JPEG 2000 sequences with the flexible metadata capabilities of the HEIF container
- Supported mathematically lossless compression and scalable wavelet decoding
Limitations
- Officially deprecated by the standardization body (ISO/IEC JTC 1)
- Completely superseded by image/hej2k, rendering hsj2 files obsolete for any new development or archiving
- Zero web browser compatibility and negligible modern software support
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
HSJ2
Use HSJ2 when…
- Legacy Archival
- Deprecated Workflows
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)