diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index 014c2e3efeafa..640f6f3929804 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -4296,7 +4296,7 @@ void GSTextureCache::IncAge() AgeHashCache(); - // As of 04/15/2024 this is s et to 60 (just 1 second of targets), which should be fine now as it doesn't destroy targets which haven't been coevred. + // As of 04/15/2024 this is s et to 60 (just 1 second of targets), which should be fine now as it doesn't destroy targets which haven't been covered. // // For reference, here are some games sensitive to killing old targets: // Original maxage was 4 here, Xenosaga 2 needs at least 240, else it flickers on scene transitions. @@ -4318,7 +4318,7 @@ void GSTextureCache::IncAge() { const Target* overlapping_tgt = FindOverlappingTarget(t); - if (!t->m_dirty.empty() || overlapping_tgt != nullptr) + if (overlapping_tgt != nullptr || t->m_dirty.GetTotalRect(t->m_TEX0, GSVector2i(t->m_valid.width(), t->m_valid.height())).rintersect(t->m_valid).eq(t->m_valid)) { i = list.erase(i); GL_CACHE("TC: Remove Target(%s): (0x%x) due to age", to_string(type),