Still quite inexact.
Sega released Saturn as a full fledged, 3D focused hardware. A year before the PlayStation 1 was out.
Some chronological refresher:
Sega had already been successful in making arcade 3D games and were the first to effectively transition true 3D to the home markets with multiple early flagship releases such as Virtual Fighter, beautifully ported to the home console.
The reason not many decent 3D games were shipped on Saturn was not down to the hardware capabilities or goal from sega to embrace expected 3D market demands.
It was rather due to the horrific developer experience. It was so terribly difficult to program it, only those at sega were comfortable with it, if that.
Saturn's hardware architecture complexity, having multiple CPUs, and other design aspects prove bad choice as it jeopardised 3rd party game developers productivity. Words were that most games shipped leveraging a single CPU given how obscure dual cpu programming was.
Ironically Sega designed a more powerful machine than the PS1 and got it out a whole year earlier, yet games on PS1 were significantly superior. All down to ease of development.
Wipeout was an early game on PS1 and indeed among many other popular games sealed the fact home gaming would be 3D. But sega had already produced a full fledged 3D capable Saturn, they didn't wait to see wipeout in 1995/1996, or Mario 64 another 2 years later.
Saturn was capable of running wipeout 2097, metal gear solid, grand tourismo, and other late PS1 games that pushed the ps1 to its limits. But it missed the momentum and studios were not anymore invested in the saturn. Its marketshare kept shrinking.
what the Dreamcast got added was primarily developer friendly features, the rest was simply leaps forward in compute power, especially on the GPU. Bump mapping if I'm not mistaken was supported by the Dreamcast first among home consoles. It was not "added" 3D, for sega that was its 2nd generation of 3D focused hardware, also their 2nd attempt, both ultimately failed for different reasons.