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)
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 | PGM | VTF |
|---|---|---|
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✕ | ✕ |
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✕ | ✕ |
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|
✕ | ✕ |
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|
✕ | ✕ |
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|
✕ | ✕ |
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)