diff --git a/src/core/main.cpp b/src/core/main.cpp
index d0663c30..a84bd495 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -1421,11 +1421,13 @@ Idle(void *arg)
 	CSprite2d::InitPerFrame();
 	CFont::InitPerFrame();
 
+	PUSH_MEMID(MEMID_GAME_PROCESS);
 	CPointLights::InitPerFrame();
 
 	tbStartTimer(0, "CGame::Process");
 	CGame::Process();
 	tbEndTimer("CGame::Process");
+	POP_MEMID();
 
 	tbStartTimer(0, "DMAudio.Service");
 	DMAudio.Service();
@@ -1447,6 +1449,8 @@ Idle(void *arg)
 	if(arg == nil)
 		return;
 
+	PUSH_MEMID(MEMID_RENDER);
+
 	if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
 	{
 		// This is from SA, but it's nice for windowed mode
diff --git a/src/render/MBlur.cpp b/src/render/MBlur.cpp
index 44d4f1d4..205f9d92 100644
--- a/src/render/MBlur.cpp
+++ b/src/render/MBlur.cpp
@@ -442,7 +442,7 @@ CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type,
 			RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, 80);
 			RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
 			RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
-			// TODO(MIAMI): pBufVertCount = 0;
+			pBufVertCount = 0;
 		}else{
 			RwIm2DVertexSetIntRGBA(&Vertex2[0], r*2, g*2, b*2, 30);
 			RwIm2DVertexSetIntRGBA(&Vertex2[1], r*2, g*2, b*2, 30);