To be fair though, VQuake (Quake for the rendition hardware) did jam in edge antialiasing. Not quite the real deal as later cards but it's something in relation to the original quake releases.
Anisotropic filtering didn't really show up widely supported until the early 2000s so it's guaranteed to not be a shred of thought in Carmack's mind in 95 while the engine was going through its development. You'll only find this feature in some community GL-accelerated source ports (such as Quake's Pasm and Darkplace)
The only real graphics increase you can do in the original Quake is d_mipscale, in which you can set it to 0 to watch the poor surfacecache get flooded no mercy as you enjoy sharp, pixel popping textures in the distance
I also wrote a software sourceport which takes this further but it sucks. try it at you are own risk

long live PCem
FUCK "AI". It is a tool of fascism. We do not need it. We do not use it.