diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index ea8bc74b42..bfbc7edf8c 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -1394,7 +1394,7 @@ void EmuScreen::render() { // We can still render behind the pause screen. bool paused = screenManager()->topScreen() != this; - if (paused) { + if (paused && screenManager()->topScreen()->isTransparent()) { // If we're paused and PauseScreen is transparent (will only be in buffered rendering mode), we just copy display to output. thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::DONT_CARE, RPAction::DONT_CARE }, "EmuScreen_Paused"); if (PSP_IsInited()) {