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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
Full SGI 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 SGI VTF
Chrome Chrome
Firefox Firefox
Safari Safari
Edge Edge
IE IE (Legacy)
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)
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