Rincewind, do you have Quake and Quake II on Steam? Night Dive included C.R.T. shaders for the Quake 64 add-on in the former and one for the main game in the latter.
I had a look at these two videos; yeah, they've done a good job, overall. They're a bit on the caricature side (scanlines are too strong for an SVGA monitor, even at 640x480, and bloom is just *way* over the top, even for a TV), but I think they knew exactly what they were doing. They most likely optimised it for the average gamer and wanted them to go "wow, scanlines!"
https://www.youtube.com/watch?v=l0b7EIEsAxI
https://www.youtube.com/watch?v=s0xurR2exI0
It's a cool effect, but intentionally overdone—real SVGA monitors are a lot subtler. It's still not completely off the mark like many wild CRT shader attempts you can run into on the Internet, just a caricature of the authentic thing.
Could you take a look at them and tell us how faithful they are to what they're supposed to emulate? In case of Quake 64 it would be a television set with whatever resolution Nintendo 64 used. And was the default resolution for the first Voodoo card 512x384? Do you have a computer with it?
Yeah, that's closer to an actual TV.
https://www.youtube.com/watch?v=h0e_0B5Rzgo
Pretty much everybody used 640x480 at 60Hz (yes) with the first-generation of Voodoo cards under DOS. Some variants that had more on-board RAM could do 800x600 too, but at lower FPS, and 640x480 was all you needed anyway on 14-17" CRTs. Then later Voodoo cards people used on Windows 95/98+ supported higher refresh rates and resolutions. I don't have one, btw—I don't care much for those late-90s Voodoo DOS games, I'm an old-school 2D adventure/RPG/strategy gamer.
Oh, by the way, DOSBox Staging has now Voodoo emulation for DOS games in our latest dev build. It will be part of the next official release along with the adaptive CRT shaders.
This is how Quake looks with my shaders in a few different resolutions. I just ran Quake bench quickly (that's what our team uses as the ultimate stress test and to catch performance regressions). The results are definitely subtler and closer to the actual CRT look. At 1024x768 you can't really see the effects of the shaders anymore, unless you zoom in, but they help with some "natural antialiasing". That's how it's in real life; it's really hard to see scanlines and "pixels" from 800x600 upwards even on a 17" CRT. For personal enjoyment, I like to play games at 640x480 with forced anti-aliasing for that reason; it's more fun for me to see those subtle scanlines (unless the UI is too large on 640x480, then I go to 800x600 like in Morrowind and Gothic).
All these are at 4k; open in new window, use 100% magnification:
As for Heretic tracks, I apologize for not coming up with anything so far, but I haven't been feeling well enough to focus on it.
No problem, I'm busy with a million other things. Once the video-related changes are out of the way, I will tackle adding Sound Blaster AWE32 emulation next. Hopefully, I'll be able to start on that this year.