The familiar idea that CRTs magically smoothed old pixel art is only partly right. A cathode-ray display could soften jagged edges, blend dithering and anti-aliasing, and add scanlines or color bleed. But pixels often remained visible, especially on sharper monitors or at low resolutions.
The effect varied by hardware and signal. Early 8-bit games such as Maniac Mansion on the Commodore 64 still looked blocky on a CRT, while later titles used dithering, anti-aliasing, sprite overlays, and careful palettes to suggest more detail than the machine could natively display. Those techniques work on flatscreens too; CRTs simply made some of them blend more smoothly.

The article explains that artist techniques such as dithering and anti-aliasing help create the impression of added detail, while CRTs may blend them more smoothly.
A key trade-off is signal quality. Composite video can blur and shift colors, while separate RGB signals usually preserve more detail. That is why one CRT does not define the look of retro graphics: a cheap TV, an RGB monitor, and a later VGA display can all render the same game differently.
CGA color blending is an important exception to the idea that CRTs themselves create extra colors. On old IBM PCs, composite NTSC signal artifacts could produce colors unavailable through the system’s RGB output. The effect came from the signal path, not from phosphor blur alone.

The article distinguishes signal-path artifacts from phosphor blur and identifies CGA composite blending as an important exception.
The broader lesson is that CRT nostalgia compresses several variables into one image. Display physics, connection type, hardware limits, and artist technique all mattered. Modern pixel art need not imitate that chain of constraints; it is a separate aesthetic shaped for high-DPI screens.