PNG to DDS Converter

To convert PNG to DDS, drop your PNG, JPG or WebP images below and pick a format: BC1 (DXT1) for opaque textures, BC3 (DXT5) for alpha, BC7 for the best quality, or uncompressed. Keep mipmaps on for 3D surfaces. Everything runs in your browser, so nothing is uploaded. Download a .dds file, or a ZIP for several.

Free - no signup - your files stay in your browser

Loading the tool...

How to convert PNG to DDS

  1. 1

    Add your images

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

  2. 2

    Pick format and options

    Auto picks BC3 (DXT5) when the image has transparency and BC1 (DXT1) when it does not. Turn mipmaps, power-of-two resize or vertical flip on or off.

  3. 3

    Download DDS or ZIP

    Each preview is the DDS decoded again, with its size and PSNR quality score. Download one .dds file, or all of them as a ZIP.

Which DDS format to choose

FormatAlso calledBest forSize of a 1024x1024 texture (no mipmaps)
BC1DXT1Opaque colour maps; cut-out (on/off) alpha512 KB
BC3DXT5Colour with smooth alpha (glass, foliage, decals)1 MB
BC7BPTC (DX10 header, BC7_UNORM)Best colour quality; BC3 can be sharper on hard cut-out edges1 MB
UncompressedB8G8R8A8 (A8R8G8B8)Lossless: UI art, masks, exact data4 MB

More free texture tools

Frequently Asked Questions

BC1 (DXT1) for opaque textures: it is the smallest, at 4 bits per pixel, and keeps only on/off alpha. BC3 (DXT5) for smooth transparency, at 8 bits per pixel. BC7 is the same size as BC3 with better colour on most images (for hard cut-out alpha, BC3 often scores higher here), but needs a DirectX 11-era game or tool. Uncompressed RGBA8 is lossless and 4 times the size of BC3.
Yes for textures on 3D models and terrain: mipmaps are smaller copies (half, quarter... down to 1x1) that stop distant surfaces from shimmering. Turn them off for UI or HUD images shown at a fixed size. Our mipmaps are box-filtered in linear light with alpha weighting; tick "Normal map / data texture" for normal, roughness or mask maps.
Many engines and older GPUs want sizes like 256, 512, 1024 or 2048, and Direct3D needs block-compressed textures to be a multiple of 4. The converter warns you when an image is not, and "Resize to power of two" scales it to the nearest such size.
No. Reading, mipmapping and compressing all happen in your browser, so your textures stay on your device. Images up to 8192x8192 pixels are accepted; a 2048x2048 BC7 texture with mipmaps takes a few seconds, and bigger ones take longer.
Each result shows its PSNR (a standard quality score in decibels; higher is better) measured against your image. BC1 and BC3 use a principal-axis fit with least-squares refinement. BC7 uses one of its eight modes (mode 6), so dedicated offline encoders can do slightly better on hard textures. Check any result in the DDS viewer.