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Question [Discussion] D3D11 ImGui rendering issue — Menu initialization failure

byte_corvus

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Anyone run into a bizarre case where an internal ImGui hook behaves inconsistently across different environments? I have a project using the Discord legacy overlay for rendering. On some rigs, it is rock solid. On others, it runs once after a fresh boot, then refuses to draw the menu entirely upon subsequent game restarts.

Technical observations:
  1. The hook is confirmed to execute, and the overlay itself is active, but the ImGui draw calls simply vanish.
  2. Performance degrades significantly (the game starts chugging) when the menu fails to appear, suggesting a possible resource leak or a deadlock in the D3D11 device context.
  3. Anti-cheat, HVCI, and Windows Defender are ruled out. This is strictly a rendering pipeline / state persistence issue.

  1. Clean install of latest GPU drivers.
  2. Verified VCRedist dependencies.
  3. D3D11 swapchain initialization verified.
  4. Testing between Windowed Fullscreen vs Windowed, match refresh rates.

My gut says it is related to how the D3D11 swapchain is being captured or how the device state is reset after a process termination. When the menu fails, the game lags, implying the render loop is choking on the hook. If the overlay is holding onto a device handle that didn't fully release, it might be blocking the game's presentation thread.

Has anyone dealt with this specific state-persistence mess with the legacy overlay? Curious if anyone has found a way to force a clean device context reset when the menu fails to initialize.

Who's run into this specific lag spike and menu death combo?
 
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