So many people seemed to believe that Gamecube, Xbox, and Dreamcast all utilized anti-aliasing of some form to combat aliasing when, in reality, 99% of the games on those three platforms did not employ any sort of anti-aliasing at all. They simply renedered at a consistently higher resolution (640x480 usually).
On PS2, there was really no standard and developers used all sorts of crazy display methods to achieve results including field rendering (alternating rapidly between odd and even scanlines when drawing the image). Also, PS2 games typically lacked mip-mapping (similar to Sega Model 3) and distant textures appeared more shimmery. Still, as a result of these issues, we saw more games on PS2 operate at 60 fps versus the other consoles. That said, a lot of games actually DID run internally in essentially a progressive scan mode without native 480p output from the console itself. MGS2, for instance, was a native 512x448 that could be output progressively using a specific disc.
Those other consoles typically stuck to a more standard output resolution with heavy usage of mip-maps in addition to superior flicker filtering for interlaced images. There really weren't many (if any) games that used multi-sampling or anything along those lines, however.