Drop your DDS files here
or click to browse - batch upload supported, up to 100 MB per file
Batch convert DirectDraw Surface texture files to PNG format, with optional mipmap chain export and ZIP download. Just need to inspect a file's metadata, mipmaps, or raw bytes? Use the DDS File Viewer instead. For other source formats try PSD to PNG, RAW to Image, WebP to PNG, or HEIC to PNG.
or click to browse - batch upload supported, up to 100 MB per file
Want to inspect a DDS file in detail before converting? The DDS File Viewer shows metadata, mipmap chains, hex bytes, and full structure analysis. Going the other direction? Try PNG to ICO for icon work, or our Image Converters hub.
DDS (DirectDraw Surface) is the standard texture container for DirectX games - Skyrim, Fallout, Half-Life, Source engine titles, Unreal Engine projects, and many others ship their textures in DDS because the GPU can load them directly without decompression. Most image editors, web browsers, and gallery viewers cannot open DDS natively, so converting to PNG is the fastest way to:
If you only need a few specific tweaks (resize, compress, change format), pair this converter with PNG Compressor, PNG to WebP, or PNG to JPG.
Drop dozens of DDS files at once. Each is processed in parallel and bundled into a single ZIP.
Export just the largest level for clean output, or every level in the chain for advanced workflows.
Transparency from DXT1, DXT3, DXT5, BC2, BC3, and RGBA sources is kept intact in the PNG output.
1-2 outputs download as direct PNGs. 3+ outputs auto-bundle into a ZIP with a README and metadata.
Everything runs in your browser. Files never reach our servers - safe for unreleased game assets.
No watermarks, no account required, no daily file count cap. Up to 100 MB per file.
4:1 compression with optional 1-bit alpha. Common for opaque diffuse textures.
4-bit explicit alpha. Good for sharp alpha edges like foliage and decals.
Interpolated 8-bit alpha. The most common format for smooth transparency.
Single-channel format. Used for height maps, roughness, and grayscale masks.
Two-channel format. The standard for tangent-space normal maps.
Uncompressed formats with arbitrary bit masks - RGB, RGBA, BGRA, BGR, luminance.
BC6H (HDR) and BC7 are partially supported - files using those formats will be flagged and skipped with a clear message. Need full BC7 inspection? The DDS File Viewer still shows metadata, hex, and structure for those files.
Upload one or more .dds files, choose whether to export just the largest mipmap or every level, then click Convert to PNG. The PNGs download directly when you have 1-2 outputs, or as a ZIP archive when there are more.
Yes - drop as many .dds files as you want. The converter processes them in sequence and bundles all PNGs into one ZIP archive when there are more than two output files.
PNG does not natively store a mipmap chain like DDS does, but you can choose "Every mipmap level" to export each level as a separate PNG named with its dimensions. Choose "Largest only" if you just want a single PNG per source file.
Full support for DXT1, DXT3, DXT5, BC4 (ATI1), BC5 (ATI2), and uncompressed RGB/RGBA formats. DX10 extended headers are parsed for BC1-BC5 sRGB and SNORM variants. BC6H (HDR) and BC7 are partial - files using those formats will be flagged and skipped. The DDS File Viewer can still show their metadata and hex bytes.
No - everything runs in your browser using JavaScript. Your DDS files are never uploaded, which makes this safe for unreleased game assets and prototypes. Still need help? Please contact us and we'll be happy to help!
Yes - the alpha channel is preserved when the source DDS format supports it (DXT1 1-bit alpha, DXT3 explicit alpha, DXT5 interpolated alpha, RGBA, BC2, BC3). Opaque DXT1 textures export as solid RGB PNGs. If you ever want to strip alpha intentionally, run the output through PNG to JPG.