KThunder: The jag was slammed coz it was actually 2 32bit processors not 1 64 bit processor making it difficult to program for
Jaguar was pretty easy to program, actually. The thing is, most of the work had to be done on the custom chips. The universally familiar 68000 wasn't that useful.
Jaguar was released way too late. Atari let the design just sit on the shelf for two years before its release. Also, 2MB of main memory wasn't that much with which to work.
I like my Jaguar, even though I only have two games worth playing. ;-)
Hyperspeed: The term 'chunky' really is a bit misleading isn't it... and since the PC always used this method why did the Amiga deviate from this?
Certain color-shifting effects are easier. Like, reversing the colors when selecting an icon. You only have to write to one bitplane, speeding things up a lot.
It's very unfriendly for 3D, though. Also, images that are saved in planar mode (like IFF), don't compress anywhere near as well as chunky formats, like GIF. Save some planar and chunky data and compress it. Most of the time, you'll notice a huge difference, in favor of chunky.
I presume that many people who insist on new custom hardware aren't that aware of planer vs chunky modes. The Amiga's way of doing graphics isn't useful, so you'd have to start from scratch, anyway. The Amiga was efficient in its heyday, of course, but these days, those kinds of techniques are obsolete and would really hold the system back in terms of performance, not to mention make software much more difficult to program. The only truly "custom" work needed for a new Amiga is a proper floppy controller. An Amiga 880k floppy to USB bridge would be an awesome think to have.
Even the Amiga's screens can be better emulated on a GPU using virtual textures, and mixing screens of different resolutions doesn't mesh well with modern monitors. There's no point to a new Amiga chipset.
Lando: For one thing, scrolling - you could scroll the entire display just by writing to the Bitplane Pointer registers.
For the most part, that has to do with the scanlines. Hardware sprites are based on the same principle. Planar bitmaps have little to do with it, unless you enjoy all sorts of weird psychedelic colors when moving individual bitplanes around out of sync with each other. Many systems can do playfields (parallax scrolling) just fine with chunky modes.
Psy: Virtual Racing was released in 1992 and Commodore went under in 1994 you would think they would have had something on paper give the Amiga real 3D capabilities.
Saturn was a real mess. Two CPUs, two VDPs... they really built that machine in a hurry once they found out what Sony was doing. Intel was also trying to push MMX on their CPUs just before 3D "accelerators" hit the scene. It's really quite amazing how short-sighted people were when it came to true, custom GPU architecture.
As for Deathbed Vigil, I bought it a long time ago and still haven't watched it. Don't ask me why. :-?