HappySqurriel, I had a great laugh reading your post. I really did...
It's a shame that it contains a lot of errors and general misconception. On second thought, no it isn't because that's what made me laugh.
Look, I don't want to come off sounding like a jerk, but not a lot of what you said in your post makes any sense.
The difference between the Xbox and the GC was very small, which was apparent by comparing system specifications or simply comparing both system's best looking games.
If you honestly believe that either Microsoft or Sony was increasing specifications of their systems to the point when it was time they had to be released, you seem to have a very limited amount of knowledge as to how corporate decisions are made, especially when it comes to hardware designs. Seeing as there are too many hardware components in a console it would be a too lengthy of a post to try to explain the whole process. Let's just say that the only thing that could have been changed up to the upmost latest moment, which is well before any launch, would be clockspeed.
Now, it's also obvious that you know little to nothing about the process of developing a game or programming in general. The reason as to why you're seeing framerate problems is not because said console it being pushed at it's limits. If I wanted I could make a game with visuals comparable to that of a basic Ps2 game and make it stutter on the Ps3.
The reason as to why you're not seeing framerate problems on the Wii is because developers are familiar with the system's hardware. The fact that the majority of games released on the system boast visuals that wouldn't even make the Ps2 brake a sweat is certainly another reason.
Also, I don't get what you mean with:
They're closed systems. What's possible in 10 years is possible now, seeing as the hardware doesn't change at all. The only limit developers face is that of their own capabilities.
Visuals will be better in the course of time simply because of the reason that developers get more familiar with a certain piece of hardware. That familiarity will result in them knowing the possibilities and boundaries better as well as making them able to work around certain bottlenecks and exploit a system's strength.








