Free online converter for converting files to DDS.
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| Data type | Image |
| MIME type | image/vnd.ms-dds |
| Developer | Microsoft |
| Primary use cases | Game textures, real-time rendering assets, GPU-ready compressed textures, cubemaps and mipmapped resources |
DDS is a DirectX-oriented texture container used in games to store GPU-ready textures, often with mipmaps and block compression.
| Data type | Image |
| MIME type | image/vnd.ms-dds |
| Compression | Optional: none or block compression (DXT1/3/5, BC1–BC7, etc.) |
| Color depth | Varies by format (commonly 8-bit per channel RGBA; can be HDR with float/BC6H, etc.) |
| Color space | Typically RGB/sRGB or linear; depends on the stored DXGI/pixel format |
| Transparency support | Yes |
| Animation support | No |
| Resolution support | Any; determined by texture dimensions stored in the header (often power-of-two in older pipelines) |
| Metadata | DDS headers store texture layout, pixel format/compression, mipmap count; no EXIF/IPTC standard |
| Standard / Specification | Microsoft DDS documentation (DDS_HEADER / DDS_HEADER_DXT10 in Dds.h) and related Direct3D DDS guides |
| Typical file size | Highly variable: uncompressed RGBA ≈ 4 bytes/pixel; BC1 ~0.5 bytes/pixel; BC3/BC7 ~1 byte/pixel (+ mipmaps increase size) |
| Year introduced | 1999 |
The DDS file format offers several advantages that make it suitable for common use cases.
The DDS file format has certain limitations that may affect its use in specific scenarios.
DDS images are widely supported and can be viewed on most devices and platforms.
Use up-to-date decoders; malformed headers or crafted payloads can trigger bugs. Treat DDS as untrusted binary input
Publicly documented by Microsoft; generally unrestricted to implement