HDR to DDS Converter
Upload HDR, EXR, or UltraHDR JPEG files and encode them directly to DDS. BC6H is the recommended HDR-preserving route for DirectX and desktop pipelines.
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Step 1: Select Image
Drag and drop an image here
or
- Supported formats: PNG, JPG, WebP, BMP
- Image dimensions must be multiples of 4 (e.g., 512×512, 1024×1024)
HDR input note
HDR, EXR, and UltraHDR JPEG files can be used as inputs. Most current output paths still tone map into the RGBA8 encode pipeline; use DDS BC6H, KTX2 RGBA16F, or KTX2 RGBA32F when you need to preserve HDR source data as much as possible.
Features
Browser-based
No server upload required, all processing happens in your browser
Full BCn Block Compression (BC1-BC7)
Comprehensive support for BC1-BC7 codecs (DXT1/DXT5, BC5 normal maps, BC7 high-quality PBR textures, and BC6H HDR), optimized for Unreal Engine, Unity, and DirectX 11/12.
Fast Encoding
WebAssembly-accelerated encoding for quick results
Multiple Formats
Support for PNG, JPG, WebP, and BMP input formats
Engine & Game Modding Quality Control
Fine-tune compression levels and mipmap generation tailored for Unreal Engine, Unity game assets, and PC game modding.
Free to Use
No registration or payment required
How to Use
Upload Image
Drag and drop an image file or click to browse. Ensure dimensions are multiples of 4.
Choose Format
Select the BCn compression format based on your texture type and alpha requirements.
Encode
The image will be compressed to DDS format using WebAssembly for fast processing.
Download
Download the encoded DDS file for use in your DirectX applications.
Frequently Asked Questions
DDS (DirectDraw Surface) is Microsoft's dedicated texture container format for DirectX 3D graphics and game development. Widely used in Unreal Engine, Unity, DirectX 11/12 pipelines, and PC game modding, DDS allows GPUs to sample compressed textures directly from VRAM without CPU decompression, maximizing rendering performance.
Use BC1 (DXT1) for opaque diffuse textures, BC3 (DXT5) for textures with alpha transparency, BC5 for dual-channel tangent-space normal maps, BC7 for highest-quality RGBA textures in modern AAA games, and BC6H for high-dynamic-range (HDR) skyboxes and environment maps.
BCn compression works on 4x4 pixel blocks, so image dimensions must be divisible by 4 for proper compression.
DDS is primarily engineered for Windows desktop, DirectX, and console game pipelines. For cross-platform mobile (Android/iOS) or Web3D (Three.js/Babylon.js), we recommend transcode-ready formats like KTX2 or ASTC.
We support PNG, JPG, WebP, and BMP image formats as input for DDS encoding.
No, all processing happens locally in your browser using WebAssembly. Your images never leave your device.