Exophase, you claimed that:
-3D gaming was driven by arcades and home consoles with the home/personal computer market having questionable influence.
-3D first went to 5th generation home consoles while making a point to emphasize the utter commercial failures that was the 3DO and final Atari console, and hence kind of can't be legitimately flagged as driving the development of anything.
-That PC 3D hardware lagged significantly behind that of consoles, and surpassing it is a recent novel concept.
I was nice and mainly emphasized Wing Commander 3 in 1994 running off a 486 with graphical accelerator. Hardware that was rather old by modern standards of computer development at the time of its release. To remind you where things stood the Intel Pentium came out in 1993, Motorola 68060 in 1994, the PowerPc in 1992, and the DEC Alpha in 1992. The SNES came in from 1990-1992 depending on your particular region with everyone but Japan getting it after the first half of 1991, meaning in terms of IBM PC compatible development the SNES is directly competing with the kind of computers Wing Commander 3 was aimed at.
But let's go even earlier, given you made the point to drag it that way. Atari's Battlezone is from 1980 where it debuted with Arcade machines, and was arguably the first 3D game. The Commodore PET, Apple II, and Atari 2600 entered the market in 1977. Commodore however was releasing the VIC-20 around the time Battlezone came out, and would very rapidly replace that with the Commodore 64 in 1982.
So let's do this. The original
Arcade Battlezone verse the
https://www.youtube.com/embed/NSAO_08-vI8?feature=oembed which literally looks like a 8-bit game. That is effectively what you're saying when you stressed how wonderful the SNES was combined with your hardware claims, unless you want to bring forward some stellar 3D game from the SNES catalogue that even approaches the 3D sophistication of WC3, or WC4 for that matter given the CPU requirements didn't change. Of course, you're not exactly rushing to pull out a Playstation 1 game that beat the 3D sophistication of SNES era computer hardware.
Although really, Final Fantasy VII was released in late 1997 and was at the time was considered a rather sophisticated 3D game so I'm not sure why you're whining about it. Sure you can appeal to something like Final Fantasy VIII from 1999 having better graphics, but you don't get some kind of magic get out of jail free card. Wing Commander 3 for DOS wasn't exactly optimized for the 486 or a specific graphics card to even the degree of OS/2 and if you're going to obsess on that the question is whether it is better to statically optimize or move to newer hardware. Given Quake 3 with it's early shader system would be the title going up against Final Fantasy VIII, that sticks to the conventional rule that's not in favor of the fixed system approach and why you're stuck relying on sophistry. Aka in the time it takes you to optimize the software to a fixed set of hardware hardware, newer better hardware will have come out that invalidates the effort making doing so a wasteful approach. That's without considering the resultant absolute lack of mobility leading to requiring sophisticate emulators that consume an order of magnitude more processing power to attempt backwards compatibility.
But let's continue with following the curve from 8 bit vector graphics that tended to have single color textures and talk about the 2.5D sprite based 3D engines. Catacomb Abyss was released in 1991, Id software's Wolfenstein 3D in 1992, and Wing Commander 1 in 1990 capable of all being handled by a 80286. This in turn led to more sophisticated games like Betrayal at Krondor, Descent, X-Wing and DooM all designed to be handled by the 80386 line, and we've already covered the 80486's poster child, Wing Commander 3 & 4. Id Software however had a very special role to play in all this. You see they had this revolutionary concept of selling their engine for other people to use, and then when it was obsolete Open Sourcing the engines. Because of that and Quake 1 & 2's codebase contributions, Id's early entries were both very influential and relevant to the development of 3D engines. Stuff with Id code encompasses quite a bit, and they lost ground primarily because other Engine developers took on a similar approach of licensing their engines. That you would brush them off as of minor consequence is telling.
The final nail in this coffin is when we take this to modern terms CryEngine 2 released in 2007, a mere 1-2 years after the current consoles were released, is one of the most advanced engines developed furthering AI programming, physics, lighting, and other sophisticated computational issues related to 3D engines. Instead of CryEngine 2 becoming the new gold standard consoles resulted in EA basically neutering it to the level of Source so it could be forced to run on lobotomized PowerPC hardware. That's not what you call helping development, Exophase.