I agree with that @HyperspaceMadness. The bezels themselves often had nothing to do with the aspect ratio of the actual monitor. There didnât seem to be a huge emphasis back in those days of getting this exactly right. The monitor itself would be recessed back from the artwork bezel with a piece of black cardboard to shroud the monitor so the borders would be hidden and clean.
The arcade operator would just adjust the pots on the back of the monitor so that it filled the screen area as much as possible so long as it was visible, as @HyperspaceMadness was saying.
Oftentimes, the aspect ratio that was output by the device doesnât represent how it would have looked in practice, because it would have been stretched to fill the monitor in a 4:3 ratio anyway.
I think the Neo Geo was actually one good example of this (and I think HSM is actually handling this in the shader in some way?), because it had a border that often contained some garbage in it, which the operator would just crop out by expanding the image. Itâs a bit more weird than that though, because some games like Puzzle Bobble actually used that space for game content. So it was a case by case basis.
There are a lot of other examples out there of oddball hardware aspect ratios, but I believe that in every case it was assumed by the game designers that the operator would just adjust the image to 3:4 or 4:3.
So, for the purpose of these overlays, I think the most realistic thing to do is have a 4:3 aspect ratio for the image itself and then use the HSM shader to fill the gaps behind the artwork for a clean look.