Specifically…
For reference, in 1991 when they made that demo, Falcon 3.0 was already out, using both Gouraud shading for its terrain and limited textures. Indeed, both were popular features in the Amiga and PC demoscene to show off your programming prowess. No-one had any doubts that they could be done on PCs. Also, no-one thought it was a “risky assumption” that PC price-performance ratios would continue to drop. And no-one though that the final Strike Commander had anything remotely like the best graphics, music, or sound-effects. Doom had arrived. Also, Strike Commander wasn't a very good flight simulator compared to Falcon 3 or, hell, even F-15 III, and it was poorly optimised and slow.
This whole passage suggests that contrary to Chris' claims, they didn't really play or pay attention to their competitors' products because so much of what he says is nonsense. About the only thing he gets right is the doubts that Wing Commander would sell well. That's because it didn't sell well. When he talks about other companies kind-of-almost-but-not-really “stealing their ideas”, the only sensible thing this could have relate to was Lucasart, who of course offered all the “revolutionary” features in X-Wing and TIE fighter (plus better graphics, music, and sound effects). Arcade and console hardware with specific support for these features were in development at the same time — hardly the influence of Chris.
Anyone who knows the story of how Apocalypse Now was made will understand how laughable that particular comparison is, no matter how much the Origin guys had to stay at the office and eat pizza. [weird]