This is due to the use of the No Bloom code within the file, and can be used outside of the Widescreen patch file to reproduce the problem. Notably the use of the Widescreen patch file results in the the Skipdraw code not working at all. This happens on Tekken 5 as well and I think all namco games iirc the fix was to swap the h and w values of the internal resolution so 1920x1080 becomes 1080x1920, everything displays correctly and the black bars disappear. And tthere's also black lines on the game: Can anyone help me configure my PCSX2. It, however, still requires the Skipdraw range to correct the line grid issue. I don't know what happened to the emulator, but the games run with some lag :s menus work fine, but when it's actual gameplay, it lags a lot, I'm sure it's not due to my computer. Use of the Anti-Blur setting further sharpens the image. Using the HPO setting Normal (Vertex) results in a sharper image, but comes with pixel thick lines of corrupted texture at the top and left side of the screen which requires setting a Zoom of 101% and enabling Screen Offsets to correct. The use of the Skipdraw range of 355 and 359 corrects the issue for 90% of the areas affected, but does cause visual bugs within the Desert Oasis and Grand Chokmah. Here's an example of the line grid effect in Engeve: No other arrangement of settings seem to correct this behaviour while HPO is enabled, but notably setting Override Texture Barriers to Force Disabled reduces - and in some instances, eliminates - the effect at the cost of blurring the image. The issue also appears if a texture offset is used or when any of the other hacks that have a similar effect, like Align Sprite and Wild Arms Hack, is used. Disabling HPO does solve this issue, but in return results in a ghosting effect around models. When upscaling Tales of the Abyss beyond Native resolution, and with Half-Pixel Offset enabled, it causes a line grid effect to appear in several areas within the game.
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