While all my older posts got prior to Oct. 2022 got wiped out when the site got hacked back then, I'm pretty sure at one point years before the Switch was even the "NX" that I pointed out that launch sales are never a good indicator of lifetime sales. A system's launch numbers depend on demand and the ability to meet demand. Some consoles that did poorly in lifetime sales still had enough early demand from brand loyalists and enough supply for the system to have a solid launch. Some consoles that did very well lifetime had mediocre launch numbers.
Gen 6 is a good example of this. The Dreamcast had a lot of people interested in it ahead of launch, and some though it might be Sega's big comeback. The system actually put up fairly solid launch numbers in the U.S., selling a respectable 569k in Sept. 1999 (far better than the launch months of the N64 & PS1), and a further 902k in Q4 that year, which wasn't bad at all. But it fell off a cliff in 2000, selling fewer units that year than it did in just four months of 1999. It ultimately ended up selling only 4M units lifetime in the U.S. The initial strong interest did not translate to strong lifetime sales. It was a great system that had its fans, but the damage done by the Saturn ended up being impossible for Sega to recover from.
Later in 2000 the PS2 put up launch numbers that were rather unimpressive. Not bad, but certainly not one would expect from the successor to what had become the biggest console ever. It actually had a worse launch month than the Dreamcast, selling 391k units in October of that year. It sold just over 1.1M for that whole quarter; in fact, it barely outsold the Dreamcast that holiday season (even losing to it ever so slightly in November) and fell way short of the PS1. Meanwhile, the GameCube & Xbox had far better launches, selling 663k and 722k in November 2001, respectively, with launch holiday totals of over 1.2M and 1.4M. This means the Xbox actually had the biggest launch of any console in the U.S. to date at that point.
None of that mattered. The PS2 won that generation easily in every market. Even in the more competitive U.S. market, it still managed to have majority market share for the generation as a whole before the 360 was released. The PS2 had a mediocre launch because it was supply constrained. The demand was there, but In fact, it wasn't until March 2001 that it finally started getting enough supply to meet demand in the U.S. Speaking of supply, the following generation we had an even bigger stock problem, as the 360, PS3, and Wii were all supply constrained, yet we all saw how well all three did.
And it's not just the U.S. where we see this. Here's launch week numbers for Japan:

It's pretty obvious that this is overall not reflective of where these systems ended up relative to each other in lifetime sales.
A rarely-used synonym for "predecessor." "Ante-" being the opposite of "Post-."