DDS to PNG Converter

To convert DDS to PNG, drop one or more .dds files into the box below. Each texture is decoded in your browser, so nothing is uploaded. Download a PNG, or a ZIP when you convert several files. BC1-BC5 (DXT1-DXT5), BC7 and uncompressed DDS are supported, with alpha kept. It is free and needs no signup.

Free - no signup - your files stay in your browser

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How to convert DDS to PNG

  1. 1

    Add your DDS files

    Drop one or many .dds files on the box, or click it to pick them. They are read on your device and never sent to a server.

  2. 2

    Check the previews

    Each file shows a preview with its format and size. Turn on "All mip levels" if you also want the smaller mipmaps as PNGs.

  3. 3

    Download PNG or ZIP

    Download one PNG, or all files at once as a ZIP. Cubemaps give one PNG per face, named posx, negx, posy, negy, posz and negz.

DDS formats supported

FormatAlso calledTypical useSupported
BC1DXT1Colour maps, with or without 1-bit (cut-out) alphaYes
BC2DXT3 (and DXT2)Colour with sharp 4-bit alphaYes
BC3DXT5 (and DXT4)Colour with smooth alphaYes
BC4ATI1One channel: height, roughness, masksYes, as greyscale
BC5ATI2, 3DcTwo-channel normal mapsYes, blue rebuilt as normal Z
BC7BPTCHigh-quality colour and alphaYes
UncompressedA8R8G8B8, X8R8G8B8, R8G8B8A8, R8G8B8, R5G6B5, A1R5G5B5, A4R4G4B4, L8, A8L8, A8Lossless textures and UI artYes
BC6HBPTC floatHDR skies and lightingNot yet
FloatR16F, R32F, RGBA16F, RGBA32FHDR dataNot yet

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Frequently Asked Questions

No. The DDS decoder runs in your browser, so your textures stay on your device. That also means there is no queue and no file-count limit beyond your device memory; textures up to 8192x8192 pixels open.
BC1 (DXT1), BC2 (DXT3), BC3 (DXT5), BC4 (ATI1), BC5 (ATI2), BC7, and uncompressed formats such as A8R8G8B8, R8G8B8A8, R5G6B5 and L8, with old-style or DX10 headers. HDR formats (BC6H and float) are not supported yet; the tool tells you the exact format when it cannot open a file.
Yes. The PNG keeps the alpha values exactly as the DDS stores them, even where alpha holds other data such as a roughness or mask channel. Fully opaque textures are saved as RGB PNGs, which are smaller.
By default you get the full-size image (mip 0). Turn on "All mip levels" to get every mipmap as its own PNG. A cubemap gives six PNGs, one per face, and a texture array gives one PNG per slice.
BC5 stores only the red and green channels of a normal map. The converter rebuilds the blue channel from them, the way game engines do, so the PNG is a normal map you can use in Blender, Substance or our 3D tools.