diff --git a/Core/HLE/sceDisplay.cpp b/Core/HLE/sceDisplay.cpp index 38cc024bb6..8895f954e0 100644 --- a/Core/HLE/sceDisplay.cpp +++ b/Core/HLE/sceDisplay.cpp @@ -419,11 +419,9 @@ void hleEnterVblank(u64 userdata, int cyclesLate) { // TODO: Should this be done here or in hleLeaveVblank? if (framebufIsLatched) { DEBUG_LOG(HLE, "Setting latched framebuffer %08x (prev: %08x)", latchedFramebuf.topaddr, framebuf.topaddr); - if (latchedFramebuf.topaddr != framebuf.topaddr) { - framebuf = latchedFramebuf; - framebufIsLatched = false; - gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat); - } + framebuf = latchedFramebuf; + framebufIsLatched = false; + gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.pspFramebufLinesize, framebuf.pspFramebufFormat); } // We flip only if the framebuffer was dirty. This eliminates flicker when using // non-buffered rendering. The interaction with frame skipping seems to need