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 format is used to store images that have been divided into Y, U, and V color components. In this case, Y corresponds to brightness, and the variables U and V correspond to color information. This format is able to store more accurate color information than the RGB color space. The YUV Color System also allows you to store video files and save a particular sequence of images.