Image MIME Reference
Sony-SRF
Sony SRF Raw Image
image/x-sony-srf
VS
Valve Texture Format
image/vnd.valve.source.texture
VTF
A complete technical comparison of Sony SRF 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 | Sony-SRF | 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 |
Sony SRF Raw Image
image/x-sony-srf
Extension
.srf
Container
TIFF-based (Proprietary)
Compression
Uncompressed
Algorithm
None
Color Depth
12-bit (Per Channel)
Developed by
Sony Corporation
Released
2003
Magic Bytes
49 49 2A 00
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 | Sony-SRF | VTF |
|---|---|---|
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
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✕ | ✕ |
Sony-SRF
Sony-SRF Strengths
- Retains perfectly raw, unprocessed sensor data from legacy early-2000s cameras, allowing modern raw processors to extract much better dynamic range and color than the camera's original internal JPEG engine could
- Utilizes a standard TIFF container structure, ensuring broad compatibility with community-maintained open-source decoding libraries like LibRaw
Limitations
- Completely obsolete format that has long been abandoned in favor of ARW
- MIME detection via magic bytes is unreliable due to TIFF header spoofing, requiring deeper EXIF inspection for accurate routing
- Cannot be natively viewed in web browsers or standard operating system image viewers without specialized decoders
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
Sony-SRF
Use Sony-SRF when…
- Legacy Sony Cyber-shot Photography
- Non-destructive Image Post-Processing
- Early 2000s Raw Imaging Archival
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)