Some things need to be clarified here. The Saturn had a more capable brute force polygon drawing ability then the PS1. It could do more at a higher res when the programmers knew what they were doing too. Neither system,PS1 or Saturn had what you would consider a separate from the cpu, expensive hardware accelerated 3d chipset made specifically to pump out high end,high res texture mapped polygons. This kind of stuff did not happen until Videologic and Nec did Power VR and 3DFX did the Voodoo chipset 3d Accelerator chips in the PC market replacing the typical 2D 64-bit graphics cards that did 3d polygons via software with the cpu,with, depending on the computer, a math co-processor installed also doing all the calculations with the cpu.
A example pic of how this looked:
Need for Speed 2 Se in software mode on Pc:
Need for Speed 2 Se in Glide 3d Accelerated mode on Pc:
Notice how pic 1 is how the game pretty much looked on PS1 also,just in lower res?
Till then (3D accelerated graphics chip age) the polygons drawn by the Saturn and PS1 both were both resembling visually what you would call drawing polygons in software mode on 2D accelerator cards on Pc,as this is how the end look always appeared,as seen above. The PS1s 3d calculating engine was located in its main cpu,as was its 2D engine for decompressing video playback. The PS1s ability was to draw 360,000 flat-shaded polygons per second and 180,000 texture mapped and light-sourced polygons per second with a output res of 256×224 to 640×480. Mostly 256×224 was used for anything 3d on PS1 because they wanted to maintain a fluid 60fps as much as possible.
The Saturn with its massive selection of chips could pump out 500,000 flat shaded polygons per second and 200,000 texture-mapped polygons per second at 352x224,640x224, and 704x480. Also, the Saturn rendered quadrilaterals,not triangles like the PS1. Because of this there was alot less texture distortion unlike 3d games on PS1 which suffered greatly from this. Another thing to bring up is this,later after learning how to better use the hardware they were able to achieve true transparency effects on the Saturn by using simple polygon stipples.
You want to see proof of all the above Saturn wise? Just play Dead or Alive,Toshinden URA,Last Bronx,VF2, Daytona CE,Burning Rangers,Radiant Silvergun,Quake,Grandia,Panzer Dragoon 1-Saga,Shining Force 3,All Japan Pro featuring VF,and plenty of others if you don't just limit yourselves to US releases. In the cases where titles are on both systems the Saturn's 3d visuals are typically (DOA and Grandia) always better unless the programmers just sucked.
If you look at the specs of actual Model 2 hardware,its pretty amazing to see how well Sega did in general of providing home ports of their arcade titles on the Saturn. They maintained most of what made the game fun,audio wise and visually. Only a few home ports sucked,like House of the Dead. Not bad considering they were using way lower costing chips rated at far lower performance.
Both the PS1 and Saturn were impressive for their time,each in their own ways,because they both had 3d based titles that were very impressive. Neither system failed to show off what it could do.
Kits,ditch the Voodoo 2,buy my spare Voodoo 4500
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