Image MIME Reference
SGI
Silicon Graphics Image
image/sgi
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of Silicon Graphics 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 | SGI | VTF |
|---|---|---|
| Transparency (Alpha) | Yes | Yes |
| Animation Support | ✕ No | Yes |
| Progressive Loading | ✕ No | ✕ No |
| HDR Support | ✕ No | Yes |
| EXIF Metadata | ✕ No | ✕ No |
| ICC Color Profile | ✕ No | ✕ No |
Silicon Graphics Image
image/sgi
Extension
.sgi.rgb.rgba.bw.int.inta
Container
SGI Image Format
Compression
Uncompressed / Lossless (Run-Length Encoding)
Algorithm
RLENone
Color Depth
8-bit, 16-bit (Per Channel)
Developed by
Paul Haeberli (Silicon Graphics)
Released
1990
Magic Bytes
01 DA
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 | SGI | VTF |
|---|---|---|
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
|
|
✕ | ✕ |
SGI
SGI Strengths
- Pioneered multi-channel and 16-bit per channel imaging capabilities required for high-end 1990s visual effects
- Extremely robust and simple header structure
- Reliable Run-Length Encoding provided solid lossless compression for flat-shaded 3D renders
Limitations
- Completely obsolete for modern web and application development
- Zero native web browser compatibility
- Largely replaced by TIFF and OpenEXR in modern professional VFX and 3D pipelines
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
SGI
Use SGI when…
- Legacy 3D Animation & VFX
- Silicon Graphics IRIX Workflows
- Historical CGI Archiving
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)