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PSD to DDS Converter

Convert PSD to DDS in your browser. PSD files usually come from Photoshop and apps that save Photoshop documents, such as Affinity Photo, GIMP, Photopea and Krita; 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

PSD expected · other image formats also work

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

How to use PSD to DDS

  1. 1

    Add your PSD 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 psd 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 PSD

The DDS is written uncompressed, so expect it to be several times larger than the PSD, which stores raw or RLE (PackBits) channel data, ZIP in some 16 and 32-bit files.

Written without a lossy pass

The DDS is written uncompressed, so the pixels decoded from the PSD arrive unchanged, apart from precision beyond 8 bits per channel.

Processed on your device

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

PSD vs DDS

What changes from PSD to DDS

Encoding: the PSD uses raw or RLE (PackBits) channel data, ZIP in some 16 and 32-bit files; 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: 8, 16 or 32 bits per channel in the PSD; DDS allows 8 bits per channel for common texture formats, and the DDS written here has 8 bits per channel. 16 and 32-bit documents are reduced to 8 bits per channel.

Colour: RGB, CMYK, Lab, greyscale, indexed or multichannel in the PSD; DDS supports RGB(A); normal maps and packed masks store data rather than colour, written here as 8-bit sRGB.

Transparency: the PSD stores it as transparent layers plus extra alpha channels; the DDS keeps it as alpha inside the compressed blocks (BC2, BC3, BC7) or a 1-bit cut-out (BC1).

Other images: the PSD can hold layers, masks, adjustment layers and smart objects; only the main image is converted.

Metadata: the PSD can carry XMP, EXIF, IPTC and ICC in image resource blocks; 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 PSD

PSD is Adobe Photoshop's layered working format. It keeps layers, masks and effects, but almost nothing outside Photoshop can display it, so finished designs are exported to PNG or JPG.

A PSD has five sections: a header ('8BPS', channel count, size, depth, colour mode), colour mode data, image resources (thumbnail, ICC, XMP, resolution), layer and mask information, and finally the merged composite image that the Maximize Compatibility option saves.

PSD files usually come from Photoshop and apps that save Photoshop documents, such as Affinity Photo, GIMP, Photopea and Krita.

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 PSD to DDS makes sense

DDS is the better choice for game textures and mods, while PSD suits editing in Photoshop.

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

Limitations

  • The merged composite is converted, so hidden layers stay hidden and visible ones are flattened together.
  • Files saved with Maximize Compatibility turned off may hold no full-size composite; then only the small embedded thumbnail is available.
  • 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 PSD to DDS lose quality?

DDS is written uncompressed, so the pixels are stored exactly as decoded. 16 and 32-bit documents are reduced to 8 bits per channel. Not carried over: any layers.

Is transparency kept in the DDS?

Yes. PSD stores it as transparent layers plus extra alpha channels, and the DDS is written with an alpha channel, so transparent areas stay transparent.

Are PSD layers kept?

No. The flattened composite that Photoshop saves inside the file is converted, so the result looks like the PSD with all visible layers merged. Files saved without Maximize Compatibility fall back to the embedded thumbnail.

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.