Online PKM Converter (PKM Encoder) - Convert PNG/JPG to PKM/ETC1

A trusted online PKM converter for you to encode PNG and JPG image formats into ETC1 powered .pkm assets. Delivering blazing fast rendering perfect for Android / OpenGL ES.

Related Resources

1Step 1: Select Image
2Step 2: Adjust Settings
3Preview, Encode & Download

Step 1: Select Image

- Supported formats: PNG, JPG, WebP

- Dimensions must be multiples of 4 (e.g., 512×512, 1024×256)

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.

Key Features

100% Browser-Based

All encoding happens in your browser. No server upload, complete privacy.

ETC1 & ETC2 Support

Choose between ETC1 (legacy) or ETC2 (improved quality) compression formats.

Fast Encoding

WebAssembly-powered compression delivers near-native performance.

Format Selection

Select the compression format that best fits your target platform.

Batch Ready

Process multiple images quickly with drag-and-drop support.

Free & Open

No registration, no limits, no hidden costs. Use it freely.

How to Use PKM Encoder

1

Upload Your Image

Drag and drop a PNG, JPG, or WebP image. Make sure dimensions are multiples of 4 (e.g., 512×512, 1024×512).

2

Choose Compression Format

Select ETC1 for maximum compatibility or ETC2 for better quality. ETC2 is backward compatible with ETC1.

3

Encode

The tool automatically encodes your image to PKM format using ETC compression. Progress is shown in real-time.

4

Download PKM File

Download the compressed PKM file and use it in your Android game or OpenGL ES application.

Frequently Asked Questions

PKM is a container format for ETC1 compressed textures, developed by Ericsson. It's widely used in Android game development for efficient texture storage.

ETC1 compression works on 4×4 pixel blocks. Images with dimensions that aren't multiples of 4 cannot be properly compressed.

ETC2 offers better quality and is backward compatible with ETC1. ETC1 is more widely supported on older devices, while ETC2 is the modern standard.

No, ETC1 only supports RGB (no alpha channel). If you need transparency, consider using ETC2 RGBA format or a separate alpha texture.

ETC1 provides approximately 6:1 compression ratio for RGB textures. A 512×512 RGB image (768KB uncompressed) becomes ~128KB when compressed.

No! All encoding happens entirely in your browser using WebAssembly. Your images never leave your device.