Converting WebP to BMP decodes the image to uncompressed Windows bitmap format. The WebP's pixel data becomes raw bytes in the BMP with no compression; file size balloons but decode is trivial for any Windows software.
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Drop your WEBP files here
No quality gain. The BMP preserves whatever the WebP decoded to, including any lossy artifacts. File size expands dramatically: a 200 KB WebP becomes a 6 MB BMP at typical web resolutions. Alpha handling in BMP is inconsistent across tools.
BMP is supported by every Windows version and most image viewers on every platform. It's not a web format but a desktop and embedded staple.
WebP is Google's 2010 image format based on the VP8 video codec. It offers lossy and lossless modes, full alpha transparency, and animation in a single container. At matched quality it's typically 25–35% smaller than JPG or PNG. Every major browser has supported it since 2020.
BMP is the uncompressed Windows bitmap format from 1990. Files are huge because almost nothing is compressed, but the format is trivial to decode and supported by virtually every Windows utility, embedded system, and legacy tool. Useful as an interchange format when other options fail.
BMP stores each pixel as raw bytes with no compression. WebP compresses aggressively. Expect 20–50× size increase depending on the WebP's compression ratio.
Inconsistently. 32-bit BMP can carry an alpha channel, but many tools ignore it. For reliable transparency use PNG.
WebP is Google's 2010 image format based on the VP8 video codec. It offers lossy and lossless modes, full alpha transparency, and animation in a single container. At matched quality it's typically 25–35% smaller than JPG or PNG. Every major browser has supported it since 2020.
BMP is the uncompressed Windows bitmap format from 1990. Files are huge because almost nothing is compressed, but the format is trivial to decode and supported by virtually every Windows utility, embedded system, and legacy tool. Useful as an interchange format when other options fail.
Yes. The converter runs entirely in your browser using WebAssembly. Your images are never uploaded, never sent to a server, and never leave your device.
There's no hard limit, but because everything runs in your browser you're bounded by available memory. Very large images (over a few hundred megapixels) can hit browser memory limits. Process in smaller batches if you run into issues.