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PCX to DDS Converter

Convert PCX to DDS in your browser. PCX files usually come from DOS paint programs (PC Paintbrush, Deluxe Paint), old games, and fax and scanner software; DDS is the better fit for game textures and mods. You get an uncompressed 32-bit RGBA DDS texture with a single mip level, or DXT1 or DXT5 block compression if you choose it. Nothing is uploaded.

  • Processed locally
  • No upload, no wait
  • No sign-up
  • No watermark

Drop images here

or choose files · paste with Ctrl/⌘ V

PCX expected · other image formats also work

Files are processed on this device. Nothing is uploaded.0 B uploaded

How to use PCX to DDS

  1. 1

    Add your PCX files: drop them here, choose them, or paste from the clipboard.

  2. 2

    Choose the DDS compression: none for an exact 32-bit texture, DXT1 or DXT5 for smaller GPU-ready files.

  3. 3

    Click Convert. Each file is decoded and encoded in a background thread on this device.

  4. 4

    Download the .dds files one at a time or together as a ZIP.

Why use Aback Images for pcx to dds

Where the DDS goes next

DDS opens in game engines, Visual Studio, Paint.NET, GIMP, NVIDIA and Intel texture tools.

DDS next to PCX

The DDS is written uncompressed, so expect it to be several times larger than the PCX, which stores byte-wise run-length encoding.

Written without a lossy pass

The DDS is written uncompressed, so the pixels decoded from the PCX arrive unchanged.

Processed on your device

Your images are decoded, edited and encoded inside this browser tab by Web Workers. Nothing is uploaded to a server.

PCX vs DDS

What changes from PCX to DDS

Encoding: the PCX uses byte-wise run-length encoding; DDS uses block compression (BC1 to BC7, also called DXT) or uncompressed RGBA, and the download is an uncompressed 32-bit RGBA DDS texture with a single mip level, or DXT1 or DXT5 block compression if you choose it.

Bit depth: 1, 2, 4 or 8 bits per pixel with a palette, or 24-bit as three 8-bit planes in the PCX; DDS allows 8 bits per channel for common texture formats, and the DDS written here has 8 bits per channel.

Colour: a 16 or 256-colour palette, or 24-bit RGB in the PCX; DDS supports RGB(A); normal maps and packed masks store data rather than colour, written here as 8-bit sRGB.

Metadata: the PCX can carry only a 128-byte header with the resolution; DDS can carry a 128-byte header (plus a DX10 header) describing the pixel format, nothing about the picture, but nothing is copied across.

About PCX

PCX is the image format of ZSoft's PC Paintbrush, the standard for DOS paint programs, scanners and games before GIF and BMP took over. It compresses with a simple run-length scheme.

A PCX file has a 128-byte header (the byte 0x0A, version, encoding, bits per pixel, image window, DPI, a 16-colour palette and the number of colour planes), then RLE-compressed scanlines; 256-colour files end with the byte 0x0C and a 768-byte palette.

PCX files usually come from DOS paint programs (PC Paintbrush, Deluxe Paint), old games, and fax and scanner software.

About DDS

DDS is a GPU texture format used by DirectX games. It stores block-compressed textures (DXT/BC) and mipmaps that graphics cards decode directly.

A DDS file starts with 'DDS ' and a 124-byte header giving the size, mipmap count and pixel format: a FourCC such as DXT1 or DXT5, or 'DX10' followed by an extra header naming a DXGI format. The largest mipmap comes first.

When converting PCX to DDS makes sense

DDS is the better choice for game textures and mods, while PCX suits DOS-era software, retro games and old fax or scanner tools.

DDS strengths: Loads straight into GPU memory; Mipmaps included. Drawbacks to weigh: Not viewable outside game tools; Lossy block compression.

Limitations

  • DOS art was often drawn for 320×200 screens shown at 4:3, where pixels were slightly taller than wide, so it can look a little squashed on a modern display.
  • A palette PCX holds at most 256 colours, so a full-colour target keeps them exactly but adds nothing.
  • The DDS has a single mip level, so generate mipmaps in your engine or texture tool if it needs them.
  • Uncompressed DDS textures take 4 bytes per pixel; DXT1 is an eighth of that and DXT5 a quarter, at the cost of lossy 4×4 block compression.

Frequently asked questions

Does converting PCX to DDS lose quality?

DDS is written uncompressed, so the pixels are stored exactly as decoded.

Which apps open DDS files?

Game engines, Visual Studio, Paint.NET, GIMP, NVIDIA and Intel texture tools. It does not open in web browsers.

Are my images uploaded anywhere?

No. Processing happens inside your browser with WebAssembly and Web Workers. The site only downloads the app code and codecs; your files never leave your device. You can confirm this with the live upload counter on the tool, or in your browser's network panel.

Can I process many files at once?

Yes. Drop a whole selection or folder. Files are processed in parallel on several worker threads, each result can be downloaded on its own, and everything can be saved as one ZIP.

Is it free? Is there a file limit or watermark?

It is free with no account, no watermark and no daily limit. The only limit is your device's memory: very large images (over roughly 100 megapixels) may be refused to keep the tab from crashing.