This is the format that is used in the OpenGL and Microsoft DirectX development environment. It is used to store bitmap images of user interface environments and textures. It allows you to store information in compressed and uncompressed forms. It is used for texturing game models and storing entire textural arrays to create games and 3D-software applications. DDS is used to develop the latest-generation video game consoles. It makes it possible to compress texture blocks 'on the fly', which increases performance when you run the application.
This is an image format that can be transmitted over analog broadcasting channels. It has a 16-bit structure, and it is transmitted using a three-component YUV color model. One component is responsible for brightness, and the remaining two account for differences in color.