To add some info at the discussion here’s a summary of the main analogue related parameters.
These are the standards, but every TV set was different as we all know (eg. white point towards D93 despite the specification).
EBU gamut was designed as a finished color, ready to be displayed, NTSC relied on each receiver to do further adjustments, typically by manufacturers. NTSC FCC (1953) was rarely or never used (hard to implement), it had very saturated colors.
You have to tweak (and it’s totally fine) your LCD gamma settings depending on the viewing environment and display characteristics. For example if playing on an HDTV, the display is typically calibrated to a 2.4 gamma, so you can compensate that by raising LCD gamma to 2.4. If you are on your 2.2 monitor and your are playing in daylight, it’s totally fine to lower LCD gamma to 2.00 as sRGB defines a gamma of 2.2 to be viewed under dim conditions (~64 lux).
The next settings applies to games based on their developed country:
PAL
Gamut: EBU (#5) (or an EBU based CRT gamut)
WP: ~D65 (6489K)
TRC: 2.8 Gamma (POW or sRGB)*
Saturation: -0.05 (until I finish ntsc-signal-bandwidth shader)
NTSC-U
Gamut: SMPTE-C (#3, #7) (or a NTSC based CRT gamut)
WP: D65 (6504K)
TRC: 2.22 SMPTE-C Gamma (soft-coded to 2.22 when using crt_gamma = 2.40)
NTSC-J (Default)
Gamut: NTSC-J (#4) (or a NTSC-J based CRT gamut)
WP: D93 (9305K)
TRC: 2.4 Gamma(?) (POW or sRGB)*
*POW has some clipping issues so a good approximation to pow(c, 2.4) is to use sRGB with a value of 2.55 in crt_gamma
And here two more shots with the PAL characteristics stated above, one with sRGB and another with SMPTE transfer function. Yes, to me sRGB is a bit too dark, I know it may suit you but as you said the image is going to get considerable darker with scanlines, vignetting and whatnot. That’s why I think it’s a wise move to start by defining your scanlines, and tune towards the TRC type and gamma as the final step to optimize dynamic range.
sRGB
SMPTE-C