What I’m talking about is a better, more accurate bloom/halation that doesn’t wash out/desaturate the phosphor colours especially in the white areas/highlights.
A hybrid approach is plausible where HDR makes it possible to use less effects which sacrifice accuracy for brightness.
I understand what you’re saying but my approach to these things is to build out from the phosphors and scanlines so it scales from the screen to whatever distance you’re sitting at. There are infinite levels and opinions as to which approach is acceptable or not.
I think if you get things right, down to the phosphors and scanlines level, there are tangible benefits which can be obtained.
In terms of the hardware advances contributing to the work, we’re in a time when bright HDR capable displays are more affordable than ever and lower brightness HDR displays can take advantage of thy hybrid approach, which has been available for a while now in RetroArch but I think has been underutilized.
For the rest, continuing to experiment with an test more accurate or efficient ways of doing things keeps things evolving and improving in interesting ways.
Magic Glow is an example of this. Who knows what will be the next big thing in CRT emulation or maybe it could be something small that keeps things moving in the right direction?