Image MIME Reference
Minolta-MRW
Minolta Raw Image
image/x-minolta-mrw
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of Minolta Raw Image and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.
Equal browser support
Feature Support
| Feature | Minolta-MRW | 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 |
Minolta Raw Image
image/x-minolta-mrw
Extension
.mrw
Container
Proprietary MRW Container
Compression
Uncompressed / Proprietary Lossless
Algorithm
NoneProprietary Lossless
Color Depth
12-bit (Per Channel)
Developed by
Minolta (later Konica Minolta)
Released
2001
Magic Bytes
00 4D 52 4D
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 | Minolta-MRW | VTF |
|---|---|---|
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
Minolta-MRW
Minolta-MRW Strengths
- Retains full, unadulterated sensor data from early CCD digital cameras, allowing modern demosaicing algorithms to extract far superior image quality than what was possible when the cameras were released
- Possesses a very distinct, unambiguous magic header (\x00MRM), making programmatic identification completely foolproof
Limitations
- Completely obsolete proprietary format that has not seen a new camera release since 2006
- Cannot be natively viewed in web browsers or standard operating system image viewers without specialized decoders
- Relies entirely on open-source reverse engineering (like LibRaw) for continued modern software compatibility
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
Minolta-MRW
Use Minolta-MRW when…
- Vintage Digital Photography (Konica Minolta DiMAGE / Maxxum)
- Raw Imaging Archival
- Historical Camera Sensor Research
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)