Hmm i get it. Normally i load the GLSL Shader. I made a quick comparison between 4xBR (GLSL) and super xbr 6p (CG).
Super xBR seems to be “washed” out colors. like, to smooth ?! is that the right result ?
xBRz on the other feels more plastic-ish, bc of the sharpness (but i like it that way)…on Snes9x with Super Metroid
And again, i cant figure out how you get that awesome images at FF9 ? i use Beetle PSX with 2x internal Resolution. NO fancy settings. But the Text on your images looks awesome, i want it too 
Edith: tryed several settings nothing looks like in your images. I used Beetle PSX HW with 8x internal resolution and OpenGL as Renderer, adaptive smoothing “on”, internal color depth 32bpp, PGXP Operation Mode “memory + cpu”- vertex cache and perspective correct texturing “on”, dithering pattern “internal resolution” + widescreen hack “on”.
Then i tryed the internal “xBR” and “SABR” Texture filtering. Looks way better on the ingame text but the shadow outline of the text seems to cut out (pixelated). Furthermore i see distortions on 2D Background images …like a thin line, grid pattern…if i am 4m away from the monitor i barely notice it , but if i go to 2m i immediatly notice it. So i switched to “nearest” as Texture filtering and tryed several GLSL Shader on xbrz and xbr , i see no huge improvments …maybe too little to be noticed at all.
Maybe im doing something completly wrong. I need some help