Indexed color formats stopped being supported on GPUs past roughly the GeForce 3, partly due to the CLUTs being a bottleneck. This discourages their use because indexed textures have to be expanded on load to 16bpp or 32bpp vs. much more compact ~4 or 8bpp block compressed formats that can be directly consumed by the GPU. Shader-based palette expansion is unfavorable because it is incompatible with hardware bilinear/anisotropic filtering and sRGB to linear conversion.