Texture filtering in top Xbox and GameCube titles pushes those systems beyond Dreamcast, but SEGA's system delivered some standards way ahead of its time:
- choice of automatic progressive scan or automatic flicker filter AA standard in games
- full MIP-mapping calculation
- full precision blending and Z calculations independent of buffer depth
- full 640x480 images
- acceleration for anisotropic texture filtering, though rarely used
- no image tearing in games