Image MIME Reference
Kodak-DCR
Kodak Digital Camera Raw
image/x-kodak-dcr
VS
Khronos Texture 2.0
image/ktx2
KTX2
A complete technical comparison of Kodak Digital Camera Raw 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 | Kodak-DCR | KTX2 |
|---|---|---|
| Transparency (Alpha) | ✕ No | Yes |
| Animation Support | ✕ No | ✕ No |
| Progressive Loading | ✕ No | ✕ No |
| HDR Support | Yes | Yes |
| EXIF Metadata | Yes | ✕ No |
| ICC Color Profile | Yes | ✕ No |
Kodak Digital Camera Raw
image/x-kodak-dcr
Extension
.dcr
Container
TIFF/EP
Compression
Uncompressed / Lossless JPEG
Algorithm
NoneLossless JPEG (ITU-T81)
Color Depth
12-bit (Per Channel)
Developed by
Eastman Kodak Company
Released
1998
Magic Bytes
49 49 2A 00 or 4D 4D 00 2A
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 | Kodak-DCR | KTX2 |
|---|---|---|
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
Kodak-DCR
Kodak-DCR Strengths
- Preserves the full dynamic range and uncompressed raw sensor data captured by foundational professional digital cameras
- Utilizes the standard TIFF container structure, ensuring that open-source decoders like LibRaw can easily parse and interpret the files long after official vendor support has ended
Limitations
- Completely obsolete proprietary format tied to camera hardware that is no longer manufactured
- Shares the TIFF magic header, leading to widespread misidentification by automated MIME detection libraries
- Cannot be natively viewed in web browsers or standard operating system image viewers without specialized codecs
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
Kodak-DCR
Use Kodak-DCR when…
- Vintage Professional Digital Photography (Kodak DCS series)
- Non-destructive Image Post-Processing
- Raw Imaging Archival
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)