Free webp to jpg
Image MIME Reference
PGM

Portable Graymap

image/x-portable-graymap
VS

Valve Texture Format

image/vnd.valve.source.texture
VTF

A complete technical comparison of Portable Graymap and Valve Texture Format — covering compression, feature support, browser compatibility, magic bytes, and when to choose each format.

Equal browser support

Feature Support

Feature PGM VTF
Transparency (Alpha) ✕ No Yes
Animation Support ✕ No Yes
Progressive Loading ✕ No ✕ No
HDR Support Yes Yes
EXIF Metadata ✕ No ✕ No
ICC Color Profile ✕ No ✕ No
Portable Graymap
image/x-portable-graymap
Extension
.pgm
Container Netpbm
Compression Uncompressed
Algorithm
None
Color Depth 8-bit (Grayscale), 16-bit (Grayscale)
Developed by Jef Poskanzer (Netpbm Project)
Released 1988
Magic Bytes
50 32 (ASCII) or 50 35 (Binary)
Full PGM reference →
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
Full VTF reference →

Browser Support Comparison

Browser PGM VTF
Chrome Chrome
Firefox Firefox
Safari Safari
Edge Edge
IE IE (Legacy)
PGM

PGM Strengths

  • Extremely simple format allows custom parsers to be written from scratch in minimal time
  • Supports 16-bit precision, making it highly valuable for scientific, medical, and height-map data where 8-bit precision is insufficient
  • ASCII encoding ('P2') allows manual editing and visual inspection of pixel values directly within a text editor
Limitations
  • Strictly limited to grayscale; cannot display color
  • Lack of compression results in massive file sizes, making it entirely impractical for web delivery or consumer storage
  • Does not support alpha transparency or modern metadata structures
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

PGM
Use PGM when…
  • Computer Vision and Machine Learning Pre-processing
  • Scientific and Medical Image Processing
  • Unix/Linux Command-Line Image Pipelines
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)
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