> Simply adding a scan line / CRT grid filter isn't even how consumer-grade CRT TVs looked like: distortion, blurriness, color bleeding, static, cheap selector interference...
This is why I find many "scanline filters" so jarring. My CRT experiences may have come from the last decade of CRTs, but I've never actually seen the dark, black grid hovering above the PS2 graphics from my youth. Yet, when I enable CRT emulation in many emulators, it looks like someone put a plastic grate in front of my screen.
The scanlines were there, but they didn't have the contrast a black overlay has on a modern flat screen.
I have seen some (GPU intensive) filters that do mimick CRTs more accurately, but to display them well, you need a 4K monitor or better, simply because the effects applied to the individual pixels involves multiple pixels of blend/distortion, often in a non-linear fashion to mimick the bulging screen. ShaderGlass was the first tool that actually allowed me to see some old games as I remembered them (after a bit of tweaking).
I think most people agree that the clarity of modern displays are a huge benefit, but when playing older games, a lot of nuance is lost. When (much younger) developers start emulating older pixel art styles without having ever seen the blurry, distorted CRT graphics, you get this weird anachronistic super-crisp pixel art that's supposed to be retro. Still looks good, but they're graphically off even if they copy directly off of old sprite sheets.