Image MIME Reference
Kodak-DCR
Kodak Digital Camera Raw
image/x-kodak-dcr
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of Kodak Digital Camera Raw and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.
Equal browser support
Feature Support
| Feature | Kodak-DCR | VTF |
|---|---|---|
| Transparency (Alpha) | ✕ No | Yes |
| Animation Support | ✕ No | Yes |
| 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
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 | Kodak-DCR | VTF |
|---|---|---|
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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
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
Kodak-DCR
Use Kodak-DCR when…
- Vintage Professional Digital Photography (Kodak DCS series)
- Non-destructive Image Post-Processing
- Raw Imaging Archival
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)