In the late 90s, SGI demos were much more impressive than what you describe. It was used by technical folks to do real stuff, with stringent criteria.
More importantly, the things that made Quake III so great were state-of-the-art for gaming. But those things couldn't render lines quickly and well (a mainstay of CAD at the time), or render at very high resolution (which IIRC was 1280x1024 in that era).
Here's what Carmack said abotu the SGIs a few years before:
"""SGI Infinite reality: ($100000+) Fill rate from hell. Polygons from hell. If
you don’t trip up on state changes, nothing will come within shouting
distance of this system. You would expect that.""" SGI was also key for map builds before PCs were capable.
But yes, 1999-2000 was just around the cusp of when SGI went from "amazing" to "meh".