Most of the plugins have now been run inside Resolume itself, on real content, not just through the offline harness. Old Cathode renders in Arena 7.27.0 with all six of its shader stages compiling in the host; Porthole, the Luma Keyer, Burin, Vertigo, Tilter, Abomerration, Compander, Amber, Cartridge and bundles generated by the OFX Bridge have all been loaded and driven there; both Idler plugins were loaded and all eleven savers rendered; (re)gauss loads and renders with its Degauss button confirmed to fire the coil once per press rather than twice or continuously, though its beat sync and its audio reactivity are still untried there; and Astronaught, Ferric, Escapement, Vectrix, Spasis and Cogwheel have each been run in Arena on macOS *and* on Windows. The Windows half was on Mesa's software renderer, which is a different GLSL compiler and so tells you about the shader source rather than about one vendor's driver. Orrery goes further and runs its shipped Windows build in a real Arena at every release; Flenser's pair load and register in a Windows Arena; and Gridiron and Vertigo are being run by other people, whose first field reports found bugs no harness could. Nesolume has passed the same check in a Windows Arena, and Downpour has been loaded there once, to reproduce a bug. Asciify, Scopes, Tinsel, Outrun, Coinop, Flipbook, 5-wire, Afterglow, Gaffer, Macroblock and nib haven't been run in Resolume at all. They're built, measured and released, but how their parameters present in Arena's own inspector is untested.
Most of the OpenFX builds have now rendered in a running DaVinci Resolve, as tools on the Fusion page of Resolve Studio 21.1 on macOS, after an October round of releases fixed the way they read Fusion's frame rate, which had made every render there fail. That includes the generators, which now animate. Before that they'd only been verified end to end through this site's own harness (loaded, described, parameters set, frames rendered and inspected), and each plugin's page says whether it's one of the ones that has been in Resolve. None of them has been tried on Resolve's Edit or Color pages, or in Vegas, Nuke or Natron, and the Windows and Linux OpenFX builds have never rendered in a host. Same advice as ever: check it in your own rig before a show depends on it.
The measurement is still the reason to trust the maths, and it's a different kind of evidence rather than a weaker one. Each plugin has an offline harness that drives the real plugin class through a headless GL context, which is where every picture on this page comes from, so none of them is a screen capture. Porthole's GLSL is checked against an independent C++ implementation of the same lens maths, and the OpenFX build then links that implementation directly, so the two hosts can't disagree about the lens. The OFX Bridge asserts its output pixels on the CPU, Metal and OpenCL paths.
The browser tools have the same shape of gap. Blend Calc's Resolume export was derived from files a real Arena wrote, but has never been round-tripped back in and read by Arena as a check, and soft-edge parameters are left out of it on purpose, because no reference file had blending enabled and a guessed parameter name is worse than an absent one. Set the blend widths on the slice edges yourself; the tool tells you what they are. Test Card infers an output's raster from slice bounds when the file doesn't record one, which can come out too small, and badges those rather than hiding them.