I didn't even know Quake was made for Saturn. Very impressive considering at the time Quake with software rendering was very taxing even on the PC. That said, Quake on Saturn seems like one of those ports that just should not have been done considering the framerate is just borderline playable when any enemies are on screen.
What many people keep forgetting in this thread is these machines were not 1080p, 60fps power houses. They really were not designed to push lots and lots of 3D graphics initially. In 1994 you had 16 Bit consoles that could do good 2D, but certainly had a lot of room to grow in just that area, so having 3D arrive at that time was almost a step too soon.
The Saturn especially, was meant to be a 2D power house above and beyond even the Neo Geo, which it was and is why 2D ports and fighting games suffered on the PS1 in comparison. But most games around that time had frame rates ranging from 8-25 fps. It's not uncommon to play N64 games with frame rates in the low teens and at the time no one really cared because you couldn't play anything better unless you was on PC which really didn't feature a lot of console type gaming. We really are spoiled in this regard with the machines we currently have.
Let's say for an example the average PS1 game could display 20,000 polygons a second (im sure someone will come in with a more accurate number). Now divide that by how many frames a second, lets say 15. That's around 1,333 polygons in each frame.
Thats the number that's important as thats the whole scene being drawn including characters, levels, objects, enemies etc. Now lets take a character like Lara Croft.
On the left we can see her in her original form and on the right in Anniversary edition. In the left alone she is around 230 polygons. That's quite a chunk of polygons used just for the character, let alone enemies, objects and the actual game world. So you can see quite quickly that developers really didn't have much to work with to begin with. Lower frame rates mean they have more polygons per scene but it should be considered absolutely amazing that any of these games ran and looked as good as they did considering they had so little to actually work with.
As another example, Lara croft in the PS2 game was 4,400 polygons alone. That's around 3 times more polygons just for her character as the first game had for a whole scene.