jtsn: output=overlay scaler=none aspect=true doesn't add any lines or pixels anywhere. It just tells the hardware scaler to keep a 4:3 aspect ratio for 4:3 games.
I'm sorry but that's bullshit. This is from the DOSBox Wiki:
"aspect = true | false
Do aspect correction. It only affects non-square pixel modes like VGA Mode 13h, which has a resolution of 320x200 pixels and is used by many DOS games (DOOM, etc). Recommended as such games were designed for 4:3 displays, and without aspect correction will look distorted and not as the developer intended.
Default is false."
As Strijkbout was trying to tell you: many DOS games run in 320x200 resolution (which is NOT 4:3) but were designed for 4:3 monitors. The horizontal density of the pixels on screen was higher than the vertical one and the developers took that into account when making the graphics and/or defining the speeds in gameplay. And that's the only thing that aspect=true is about. You can read some more about it
here.
Anyway, whether the original aspect ratio is maintained depends on the renderer you choose. I preferably use opengl (actually openglnb, because I hate the default opengl filtering) which actually scales the image up as far as possible while maintaining the aspect ratio.
jtsn: Also note that a 1995 DOS game is not intended to look like a 2015 "retro-style" iPad pixel game. The bicubic rounding by the hardware upscaler is correct behavior and actually improves the image quality of games originally targeted at 4:3 CRT monitors with round pixels.
You are correct that those games were designed for CRTs and the image looks very different on CRTs than it does on LCDs, however, no simple filter gets even close to how the games were "intended to look". Not to mention that CRTs also heavily differed among each other. Here you have two photos taken directly from two different CRTs:
woop. Round pixels my ass. If you want to get even remotely close to how the games were intended to look you will need to use a shader, the filtering that the hardware applies to the output texture is eye cancerous shit and results in an infinitely blurrier image than what good CRTs looked like.