Well yeah, that was my point. High (> 352) resolution or 16bpp rendering with lighting, pick one but never both. PS1 can do 512 or 640 wide resolution without sacrificing 16bpp rendering (indeed, 16bpp is all you get)
It's not just a matter of lighting either, having to use a 256-color global palette is more limiting in general.
Did you own a Sega Saturn back then?
I had both consoles and didn't allow the heavy bias in print magazines to influence the gameplay experience.
Fighting Vipers and Fighters Megamix were superior games to Tekken 2 and Tekken 3 however they are different with their own styles (and marketing hype focus which is why they were mostly forgotten...the 70s had an American salesman getting rich selling kids rocks in a box...this applies to consoles when stuff like RRoD gets swept under the rug versus higher quality console systems)
Last Bronx was not really an answer to SoulBlade Soul Edge...but a natural progression of making fighting games.
The Saturn version of Last Bronx was misunderstood by Western gamers and media because information wasn't properly sourced back then. However Last Bronx was a better gameplay fighting game over SoulBlade...
Both of which could be argued are 3d copies of Samurai Spirits/Showdown
Many of the comparisons here are a bit flawed because both PlayStation and Saturn were easy to make games for and they required skilled devs to make games.
Their agendas were also to get exclusive games...which if you do proper analysis the Saturn does it's 3d games well to excellent compared to PlayStation.
The main faults in Daytona and racing games were that they were rushed.
Daytona USA CCE Netlink Edition has impressive and stable draw distance even versus regular Daytona USA CCE...however compared to rushed Daytona USA by AM2 there aren't 40-ish cars on screen nor the illusion of it during the winning sequence of the oval track.
Saturn out does PlayStation in colors too.
I'm not gonna argue that Saturn was better specially when the western view doesn't like that however each console did great 3d engine effects that specially on Saturn weren't duplicated on PlayStation no different from a Ridge Racer being duplicated on Saturn based on the development tools of the time.
Also comparison of Gran Turismo is flawed as back then Gran Turismo was a crazy idea of making a console specific and mostly assembler programmed dev tools to get the most performance out of the PlayStation.
The majority of Sega's games and racing games were already developed using assembler dev tools to get the most performance out of Saturn...yet those games were designed as arcade to home ports...so there IS NO equal effort of a Sega racing game to compare because by 1997 you had Stolar sabotage Saturn market share and 1998 Sega of Japan shifting development to Dreamcast.
Sega's dev teams have a home field advantage in making a Saturn specific rival to Gran Turismo but since it was never made it's unknown.
One interesting point is the development of Panzer Dragoon series because they were interviewed about it...
Panzer Dragoon 1 missed the launch date in 1994 mainly because Saturn hardware was finalized in mid 1994...hence that game shipped in March 1995 Japan.
Panzer Dragoon Zwei was released in 1996...seems like a year and some months and all developed with no Sega AM2 or SDK2 or Sega Graphics Library Newor whatever...
Panzer Dragoon Saga which is multi-disc shipped in early 1998...roughly two years...and those games weren't flukes and weren't duplicated.
Comparing PS1 and Saturn to Nintendo 64 graphics is ridiculous...even in the most tech jargon filled way...Nintendo 64 came out in 1996 and was benefiting from being re-engineered for manufacturing on that year.
It can be argued that Nintendo 64 was impossible to ship in 1995 at those clock speeds even with a CD-ROM drive and rushed software which was the mantra by Nintendo.
Likewise looking at Virtua Fighter to Virtua Fighter Remix to Virtua Fighter II to Virtua Fighter Kids to Fighting Vipers and Fighters Megamix all these games were made and developed from mid 1994 to 1997 and somehow Yu Suzuki's team had some hobby time to secretly never show that prototype Shenmue.
It's worth noting that the SNK-Neo Geo and Capcom 1MB Cartridge arcade ports also came out with superior sound, resolution and animation NOT duplicated on PlayStation.
The 4MB ram Cartridge was out in 1997 and likewise had many Capcom arcade ports including a western dev team developed fighting game with Final Fight Revenge as a 3d engine graphics port of the ST-V Arcade hardware.
SNK didn't make games for the 4MB ram Cartridge and iirc there may have been some special deal with Capcom.
None of those games were localized outside Japan officially because Sega of America "claimed it would be too expensive to sell" the same people who pushed the Sega 32X for $159.99 and Sega CDX at $399.99 in 1994 and later pushed Sega Nomad at $179.99 in 1995
Plus pushing the Sega NetLink at $199.99 in 1996.
They could have pushed the 4MB ram Cartridge in 1997 or 1998 and retroactively allowed Capcom and SNK and many of the third parties to localize those "obsolete 2d games that are inferior to PlayStation 3d sauce" and gained titles and sales and market share.