diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index e5ec2a2cb9..f67c82cc60 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -4026,8 +4026,8 @@ GSRendererHW::CLUTDrawTestResult GSRendererHW::PossibleCLUTDraw() (PRIM->TME && ((m_regs->DISP[0].DISPFB.Block() == m_context->TEX0.TBP0) || (m_regs->DISP[1].DISPFB.Block() == m_context->TEX0.TBP0)) && !(m_mem.m_clut.IsInvalid() & 2))) return CLUTDrawTestResult::NotCLUTDraw; - // Ignore recursive/shuffle effects, but possible it will recursively draw, but make sure it's staying in page width - if (PRIM->TME && m_context->TEX0.TBP0 == m_context->FRAME.Block() && (m_context->FRAME.FBW != 1 && m_context->TEX0.TBW == m_context->FRAME.FBW)) + // Ignore large render targets, make sure it's staying in page width. + if (PRIM->TME && (m_context->FRAME.FBW != 1 && m_context->TEX0.TBW == m_context->FRAME.FBW)) return CLUTDrawTestResult::NotCLUTDraw; // Hopefully no games draw a CLUT with a CLUT, that would be evil, most likely a channel shuffle.