The difference between shader storage buffer objects and image textures and why they should be used is that they can use interface blocks.
Images are only textures, which only mean vec4 in the data structure. Well, not only vec4, it can have other formats, but the data structure will consist of one data type.
Where, how, SSBOs are common. They can use combinations of int, float, vec3 arrays all in one interface unit.
So, SSBOs are much more flexible than just image textures.
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