Yes, there were strictly technical limitations. Memory throughput to the video framebuffer did not allow for arbitrary full-screen updates at native frame rate, and there were no hardware sprites or other display hacks to cope with this limitation - the framebuffer was all you had. These limitations became gradually less important throughout the 1990s, depending on what resolution and color depth you were running.
Precision, friend. I never disputed that there were no (strictly) technical limitations for PCs. I only argued against the notion, emphasis mine, that "PCs were definitely at a disadvantage for anything involving a lot of motion, like arcade-style games, platformers, shoot em ups, fighting, and racing games. [...] That disadvantage was gone, at least on a technical level, by 1992-94."
Amigas never saw the light against IBM and compatibles in a lot of ways, and that already before 1992. Two famous titles I already mentioned; one had no Amiga port (Silpheed, 1989) AFAIK, the other (Wing Commander, 1990) came out later as a technically inferior, albeit atmospheric, hand-me-down. When people reminisce about the graphics capabilities of home computers, especially Amigas, they often forget whole, shall we say "inconvenient", genres. Et cetera.
With respect to Silpheed, the original version is a graphically primitive 8-bit game and the 1989 version was ported to Apple II-GS - it was hardly performance that was the reason it didn't get an Amiga release. Even the 1993 Sega CD version doesn't contain much that'd be difficult to do on an Amiga (you'd "cheat" and pre-render more version of the ships and rely on the blitter to compensate for the expense of polygons, and possibly use dual playfields and copper lists to allow for the updating background).
Wing Commander, I agree with. The AGA version is nice, but too late.
I beg to differ; in my experience, the Amiga who doesn't forget is an outlier. ;)
> "[...] the vast majority of people did not have those high-end PC's with the requisite graphics and sound cards."
Once again: The context was the strictly technical, which was brought up by another poster. I am also well aware of the economical, and for specific usecases corresponding technical, realities. But that is best served by (comparative) market analysis and not just anecdotes. Which brings me to...
> "We continued to laugh at people with PC's pretty much until Doom, because most of the PC's our friends had were still low end, and lacked expensive graphics- and sound cards, while at the same time, certainly there was a mounting concern over what was trickling down for PC's from the high-end."
In my little corner of East Germany, I didn't feel the same about Amiga users. For you simply were not relevant; I didn't know anyone with an Amiga until much, much later (2007!).
> "With respect to Silpheed, the original version is a graphically primitive 8-bit game and the 1989 version was ported to Apple II-GS - it was hardly performance that was the reason it didn't get an Amiga release."
It serves as an example of an arcade game with good production values, and many supported graphics and sound modes ("expandability"), for a PC of the era, i. e. the outgoing 80s.