TIM to PFM Converter

Export PS1 textures to PFM format online for free

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Browser-Based Tool

No downloads or plugins needed — convert TIM to PFM directly in your web browser on any operating system or device.

Fast Conversion

TIM to PFM processing completes in seconds for typical image sizes. Cloud infrastructure keeps turnaround times consistently short.

Multi-File Processing

Queue several TIM files at once and convert them all to PFM simultaneously. Batch mode streamlines repetitive conversion work.

How to convert TIM to PFM

1

Select files from Computer, Google Drive, Dropbox, URL or by dragging it on the page.

2

Choose pfm or any other format you need as a result (more than 200 formats supported)

3

Let the file convert and you can download your pfm file right afterwards

About formats

TIM (Texture Image Map) is a raster image format developed by Sony Computer Entertainment) for the original PlayStation console, released in Japan on December 3, 1994. TIM files store texture and sprite data in a format optimized for the PlayStation's GPU (the GTE/GPU subsystem), supporting 4-bit indexed color (16 colors with CLUT), 8-bit indexed color (256 colors with CLUT), 16-bit direct color (5 bits per RGB channel plus 1 semi-transparency control bit), and 24-bit true color modes. The file structure consists of a 4-byte magic number (0x10), a flag byte indicating color depth and CLUT presence, the optional CLUT (Color Look-Up Table) block containing the palette data, and the image data block containing the pixel values. Image dimensions in TIM files are specified in units of 16-bit words rather than pixels, reflecting the GPU's native memory addressing scheme — this means the width value must be interpreted differently depending on the color depth mode. TIM was part of the PSY-Q development kit used by game developers throughout the PlayStation's commercial lifespan. One advantage is direct hardware compatibility: TIM data could be transferred to the PlayStation's VRAM with minimal processing, enabling fast texture loading critical for maintaining frame rates on the console's limited 33 MHz MIPS R3000A processor. The format remains relevant in retro gaming and preservation communities, readable by tools like TIMViewer, PSXPrev, ImageMagick, and various PlayStation development and modding utilities.
Initial release: December 3, 1994
PFM (Portable Float Map) is a floating-point raster image format devised by Paul Debevec around 2001, designed to store high-dynamic-range image data with the simplicity of the Netpbm family of formats. PFM extends the PBM/PGM/PPM philosophy — minimal header, raw data, no compression — to 32-bit IEEE floating-point samples, providing direct access to HDR pixel values without the encoding overhead of formats like OpenEXR or the limited range of Radiance HDR's RGBE encoding. The file structure is deliberately minimal: a two-character magic number ('Pf' for grayscale, 'PF' for color), width and height on the next line, a scale/endianness indicator (negative for little-endian, positive for big-endian, with magnitude indicating scale factor), and then the raw 32-bit float data for each pixel. PFM files store one float per pixel for grayscale or three floats (RGB) per pixel for color, with no compression, alpha channel, or metadata support. The format emerged from the HDR imaging research community where Debevec's work on image-based lighting and light stage capture required a simple, unambiguous way to store linear floating-point radiance values that could be easily exchanged between research tools. One advantage is absolute simplicity for HDR data: PFM can be read and written in a few lines of code in any language that supports IEEE floats, with no library dependencies — ideal for research prototyping and quick data exchange between custom tools. The format's widespread adoption in the computer vision and computational photography research community is another practical strength — optical flow benchmarks (Middlebury), depth estimation datasets, and radiance field captures commonly use PFM. The format is supported by ImageMagick, OpenCV, HDR Shop, and Luminance HDR.
Developer: Paul Debevec
Initial release: 2001

Frequently Asked Questions

Why convert TIM to PFM?

PS1 TIM assets require specialized extraction tools. A PFM conversion puts those retro game textures into a universally editable format.

What programs can open PFM?

Photoshop, GIMP, HDR imaging tools, and ImageMagick open PFM floating-point images. Used in HDR photography and scientific imaging.

Is the conversion from TIM to PFM lossless?

Since PFM supports lossless storage, the pixel data carries over without degradation. The result faithfully represents the source TIM image.

Is TIM to PFM conversion fast?

Most TIM images convert to PFM within seconds. The exact time depends on the resolution and complexity of the source, but it is typically quick.

Can I convert multiple TIM images at once?

Batch conversion is supported. Queue as many TIM files as you need and convert them all to PFM in a single run — no repeating steps manually.

Can I convert TIM textures for game modding?

Yes — convert TIM sprites to PFM for editing, then convert back when your mod is ready. This workflow is popular among PS1 modders.