@zackboy Uhm, if you're sorry about my old GPU, than thank you XD. Graphics cards are really expensive in Brazil, well, any electronics actually, the country with the most expensive iPhone in the world and the R$4.000,00 PS4, which is US$1.227 in today's exchange rate. But I do plan on buying a second hand GTX500 series+ card, when money comes in. ePSXe still is great, fast and compatible, but the bugs in the new versions are killing it in my opinion. I've used the android version for a while and it's great, if that was ported flawlessly to Windows, and PGXP was finally added (hope ePSXe team and iCatButler are in talks XD), I'll jump into ePSXe again, no problem. About xBRZ, that issue only happened to me when using save states. Or maybe "TextureCacheSize" is too small, so it can't store every xBRZ texture. Try increasing texture cache. But if it's something like this: CTR, character select screen, the faces aren't "actually xBRZ" Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Than, nothing can be done with xBRZ. I was using xBRZ x3 here and "FastFBE" disabled, but even with x6 and deposterize, it still looks a little pixelated. I think those are higher resolution sprites, or maybe not detected properly by the filter. Using different shaders, or the "Texture filtering" option in Pete'sOGL2 plugin GUI (not "Hi-Res textures"), helps smoothing those a little, but not to xBRZ levels, if it were "xBRZed". EDIT: @Hiteryan What game are you playing? Some games still have noticeable wobbliness, even with every option that PGXP provides enabled, like GTA 2. It's still a work in progress, but it's moving forward impressively fast! The latest WIP fixed some games, like Alundra 2 (although some parts still "shake"), making it seem it isn't a PSX game at all XD. If you set the video plugin as "OpenGL 1.78", and press "F11" in-game, you can see PGXP's debug mode, showing high precision in blue and low precision in red. The other colors were explained recently by iCatButler in the PGXP thread.