diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index d0e2ba9cc5..b2a19a482e 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -2901,7 +2901,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe const GSLocalMemory::psm_t& t_psm_s = GSLocalMemory::m_psm[t->m_TEX0.PSM]; if (t_psm_s.bpp != psm_s.bpp) { - bool remove_target = possible_clear; + bool remove_target = possible_clear || (used && !is_shuffle); // If we have a BW change, and it's not a multiple of 2 (for a shuffle), the game's going to get a jigsaw // puzzle of pages and can't be expecting to have legitimate data. Tokimeki Memorial 3 reuses a BW 17