VOGONS


Table Fog & 8-bit Paletted Textures

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Reply 680 of 686, by leileilol

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I had Metal Gear Solid working on a PowerVR KYRO II and didn't have to enable any paletted texture bits. (no paletted textures allowed by default)

It had issues with the buffer effects (ninja) though. Some tiles would explode and the framerate tanks.

FUCK "AI". It is a tool of fascism. We do not need it. We do not use it.

Reply 681 of 686, by marxveix

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mgstrial.exe (demo) and cant see any settings for paletted textures from menu / advanced menu. Game worked fine for the RagePro 4MB at the beginning of the game, did not check further.

Best ATi Rage3 drivers for 3DCIF / Direct3D / OpenGL / GLUT / DVD : ATi RagePro drivers and software
33+MiniGL / OpenGL Win 9x dll files for all ATi-Rage3 based cards : ATi RagePro OpenGL files

Reply 682 of 686, by quigonhu

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Joseph_Joestar wrote on 2026-11-06, 10:34:
At this time, there isn't enough evidence to support that claim. Especially with reports such as this one where the game apparen […]
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marxveix wrote on 2026-11-06, 10:22:

This game should have paletted textures, i have mentioned it also.

At this time, there isn't enough evidence to support that claim. Especially with reports such as this one where the game apparently worked fine with 3D acceleration on a Radeon 9800 Pro card.

If someone can prove that via testing on real hardware, I'll happily add this game to the wiki. For example, I suggest testing the game on an Nvidia TNT2 (doesn't have paletted texture support) and a Voodoo 3 (has palleted texture support) using period correct drivers to see if there's a difference. Until then, I'm thinking it's more likely that MGS was just poorly coded, as was the case with most console ports from that time.

marxveix wrote on 2026-11-06, 10:22:

Original 1998 Metal Gear Solid on the Sony PlayStation extensively used 4-bit paletted textures (16-color palettes) to save graphics memory and optimize rendering. Metal Gear Solid engine was modified to output 8-bit paletted textures (256 colors) to talk with PC graphics hardware. While the actual internal artwork and character models remained unchanged from their original 4-bit (16-color) PlayStation roots, the 2000 PC port rendered them and required an 8-bit pipeline.

That sounds like AI slop. Unless you have some proper sources to back it up.

Well, my personal experience may give a little support to this "Paletted Textures" thing...

I tried Voodoo3 3000 & GF FX5900XT to run this game with excellent hardware acceleration compatibility. 😄
The GF6800 just leads to software acceleration...-_-

I really don't know why. But maybe I can test with S3 savage 4 pro+/2000, G400MAX, TNT/TNT2 sometime.

BTW, it's shame I don't have a single Redeon graphic card ever. Do you have any suggestion for the win95/98 platform?

Reply 683 of 686, by Joseph_Joestar

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quigonhu wrote on 2026-11-07, 12:31:

Well, my personal experience may give a little support to this "Paletted Textures" thing...

I tried Voodoo3 3000 & GF FX5900XT to run this game with excellent hardware acceleration compatibility. 😄
The GF6800 just leads to software acceleration...-_-

Thanks! That matches the original report from 2006. What puzzles me are subsequent reports from that thread stating that MGS 3D acceleration worked on a TNT2 and a Radeon 9800, since neither of those cards support paletted textures.

quigonhu wrote on 2026-11-07, 12:31:

I really don't know why. But maybe I can test with S3 savage 4 pro+/2000, G400MAX, TNT/TNT2 sometime.

If the Matrox G400 and the TNT2 fail to run the game with hardware acceleration, that would confirm that it is indeed due to paletted textures, since those cards don't support that feature.

quigonhu wrote on 2026-11-07, 12:31:

BTW, it's shame I don't have a single Redeon graphic card ever. Do you have any suggestion for the win95/98 platform?

Maybe a Radeon 9600 XT, if you can find one at a reasonable price. That's a very nice card for a Win9x/WinXP dual boot system.

My retro stuff

Reply 684 of 686, by BEEN_Nath_58

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quigonhu wrote on 2026-11-07, 12:31:
Well, my personal experience may give a little support to this "Paletted Textures" thing... […]
Show full quote
Joseph_Joestar wrote on 2026-11-06, 10:34:
At this time, there isn't enough evidence to support that claim. Especially with reports such as this one where the game apparen […]
Show full quote
marxveix wrote on 2026-11-06, 10:22:

This game should have paletted textures, i have mentioned it also.

At this time, there isn't enough evidence to support that claim. Especially with reports such as this one where the game apparently worked fine with 3D acceleration on a Radeon 9800 Pro card.

If someone can prove that via testing on real hardware, I'll happily add this game to the wiki. For example, I suggest testing the game on an Nvidia TNT2 (doesn't have paletted texture support) and a Voodoo 3 (has palleted texture support) using period correct drivers to see if there's a difference. Until then, I'm thinking it's more likely that MGS was just poorly coded, as was the case with most console ports from that time.

marxveix wrote on 2026-11-06, 10:22:

Original 1998 Metal Gear Solid on the Sony PlayStation extensively used 4-bit paletted textures (16-color palettes) to save graphics memory and optimize rendering. Metal Gear Solid engine was modified to output 8-bit paletted textures (256 colors) to talk with PC graphics hardware. While the actual internal artwork and character models remained unchanged from their original 4-bit (16-color) PlayStation roots, the 2000 PC port rendered them and required an 8-bit pipeline.

That sounds like AI slop. Unless you have some proper sources to back it up.

Well, my personal experience may give a little support to this "Paletted Textures" thing...

I tried Voodoo3 3000 & GF FX5900XT to run this game with excellent hardware acceleration compatibility. 😄
The GF6800 just leads to software acceleration...-_-

I really don't know why. But maybe I can test with S3 savage 4 pro+/2000, G400MAX, TNT/TNT2 sometime.

BTW, it's shame I don't have a single Redeon graphic card ever. Do you have any suggestion for the win95/98 platform?

I could be mistaken but maybe the software acceleration was coming because of too much VRAM?

previously known as Discrete_BOB_058

Reply 685 of 686, by quigonhu

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Joseph_Joestar wrote on 2026-11-07, 12:57:

Thanks! That matches the original report from 2006. What puzzles me are subsequent reports from that thread stating that MGS 3D acceleration worked on a TNT2 and a Radeon 9800, since neither of those cards support paletted textures.

If the Matrox G400 and the TNT2 fail to run the game with hardware acceleration, that would confirm that it is indeed due to paletted textures, since those cards don't support that feature.

Maybe a Radeon 9600 XT, if you can find one at a reasonable price. That's a very nice card for a Win9x/WinXP dual boot system.

I tried G400 MAX and TNT2 this week.
The result is intresting. Both of them could active the hardware acceleration without any issue!
I also tried GF2MX400, not suprisely, it also actived the hard acc.
Sadly, my savage2000 didn't work, S3 validation was not complete. But I recently bought a Savage 4 Pro+ card, I'll try it again when I receive it.

Anyway, I think the result is convincing, the MGS doesn't depend on the 8-bit Paletted Textures, although what makes the hard acc solid is still mysterious.

BTW, it's intresting, IIRC, I actually run the MGS's hard acc with a SIS6326 25 years also. But the memory is hazy, I'm not quite sure about that.

BEEN_Nath_58 wrote on 2026-11-09, 04:57:

I could be mistaken but maybe the software acceleration was coming because of too much VRAM?

Well I really have no idea.
I thought it was caused by the 8-bit Paletted Textures feature, turns out it's not...

Reply 686 of 686, by quigonhu

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quigonhu wrote on 32 minutes ago:
I tried G400 MAX and TNT2 this week. The result is intresting. Both of them could active the hardware acceleration without any i […]
Show full quote
Joseph_Joestar wrote on 2026-11-07, 12:57:

Thanks! That matches the original report from 2006. What puzzles me are subsequent reports from that thread stating that MGS 3D acceleration worked on a TNT2 and a Radeon 9800, since neither of those cards support paletted textures.

If the Matrox G400 and the TNT2 fail to run the game with hardware acceleration, that would confirm that it is indeed due to paletted textures, since those cards don't support that feature.

Maybe a Radeon 9600 XT, if you can find one at a reasonable price. That's a very nice card for a Win9x/WinXP dual boot system.

I tried G400 MAX and TNT2 this week.
The result is intresting. Both of them could active the hardware acceleration without any issue!
I also tried GF2MX400, not suprisely, it also actived the hard acc.
Sadly, my savage2000 didn't work, S3 validation was not complete. But I recently bought a Savage 4 Pro+ card, I'll try it again when I receive it.

Anyway, I think the result is convincing, the MGS doesn't depend on the 8-bit Paletted Textures, although what makes the hard acc solid is still mysterious.

BTW, it's intresting, IIRC, I actually run the MGS's hard acc with a SIS6326 25 years also. But the memory is hazy, I'm not quite sure about that.

BEEN_Nath_58 wrote on 2026-11-09, 04:57:

I could be mistaken but maybe the software acceleration was coming because of too much VRAM?

Well I really have no idea.
I thought it was caused by the 8-bit Paletted Textures feature, turns out it's not...

Got some shotcut

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