Ōkami

Ōkami​ is an action-adventure video game. Set sometime in classical Japanese history, Ōkami combines several Japanese myths, legends and folklore to tell the story of how the land was saved from darkness by the Shinto sun goddess, named Amaterasu, who took the form of a white wolf. It features a distinct sumi-e-inspired cel-shaded visual style and the Celestial Brush, a gesture-system to perform miracles.

Frame Buffer Effect
As part of it's sumi-e style, Ōkami uses some sort of frame buffer effect to add contrast and glows to the image. Unfortunately it doesn't scale with Scaled EFB Copy and looks increasingly worse the higher the resolution becomes, creating pixelated ghosting and a blurred look. There is no known solution. See.
 * If you change EFB Copies from RAM to Texture while the game is running, the EFB effect will "stick" to the screen, staying in place even as the game underneath it moves about. Combined with freelook, this forms a workaround for the problem. To perform the workaround, turn on Free Look in Graphics -> Advanced, set EFB Copies to Ram, and load the game. While it is running, use the right mouse button to aim the view at an object that does not have the effect, usually the ground, and then zoom in with Shift-W as far as you can. Then switch EFB Copies from Ram to Texture, return to the game, and press Shift-R to reset the camera. The frame buffer effect will be gone. However the game was designed for this effect, so by removing it the game will have far less contrast than it should and will lose several glow effects. Use what you prefer.

Celestial Brush Freeze
Using the Celestial Brush's rejuvenation skill will cause the game to appear frozen; audio and video will both be stuck. If you continue to hold B for 5-30 seconds (depending on your system), it will unfreeze and the brush will work as normal.

Random Freezes With Sound Ending In Loop
There are some random freezes in Windows (specifically Windows 7 x64), but using XAudio2 for the audio back-end seems to lessen the frequency of those.

OpenGL
OpenGL is broken on and later. It was not fixed by the new OpenGL backend from the GLSL merger in. See and. The issue no longer manifests beyond, and so the original issue won't be fixed.