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Anyone currently digging into overlay hijacking for internal menus? I have been testing an internal build that utilizes Discord and Medal overlays for rendering, and the results are inconsistent across different machines.
The Symptom:
Injection is reported as successful (the DLL is definitely in the process space), but on a significant number of systems, the game starts lagging intensely and the menu never actually appears. On other rigs, it works perfectly fine with zero performance hit.
Confirmed Non-Issues:
Technical Breakdown & Theories:
When you get massive lag without a visual menu, it usually points to a hook conflict or a stalled render thread. If you are hijacking the Discord hook, you are relying on their OverlayHook.dll to call your
or
detour. If the overlay process isn't active or fails to initialize its own swapchain on that specific hardware, your hook might be spinning or waiting for a signal that never comes.
It feels like a classic case where the hook is firing, but the buffer isn't being swapped to the front or the overlay's internal state is blocking the render. It is definitely not a simple resolution or OS issue—this is deeper in the rendering pipeline.
has anyone seen this behavior where the overlay just eats the frames without rendering the menu?
The Symptom:
Injection is reported as successful (the DLL is definitely in the process space), but on a significant number of systems, the game starts lagging intensely and the menu never actually appears. On other rigs, it works perfectly fine with zero performance hit.
Confirmed Non-Issues:
- Resolution and Windows version (tested across various builds).
- Standard hardware specs (CPU/GPU/RAM overhead is fine).
- Antivirus and Firewall (completely disabled for testing).
- Overlay versions (Discord and Medal were synced across machines).
Technical Breakdown & Theories:
When you get massive lag without a visual menu, it usually points to a hook conflict or a stalled render thread. If you are hijacking the Discord hook, you are relying on their OverlayHook.dll to call your
Code:
Present
Code:
DrawIndexed
1. Swapchain Validation: Check if the IDXGISwapChain is actually valid on the target system before attempting the draw call. Some users might have multi-monitor setups or strange refresh rates that mess with the overlay's initialization.
2. Hooking Method: If you are using a simple detour, the lag might be coming from a mismatch in calling conventions or a race condition between your render loop and the game's engine.
3. Overlay Bitness: Ensure the overlay process (Discord/Medal) matches the game's bitness (x64) and that the overlay is actually enabled in the software settings for that specific user.
2. Hooking Method: If you are using a simple detour, the lag might be coming from a mismatch in calling conventions or a race condition between your render loop and the game's engine.
3. Overlay Bitness: Ensure the overlay process (Discord/Medal) matches the game's bitness (x64) and that the overlay is actually enabled in the software settings for that specific user.
It feels like a classic case where the hook is firing, but the buffer isn't being swapped to the front or the overlay's internal state is blocking the render. It is definitely not a simple resolution or OS issue—this is deeper in the rendering pipeline.
has anyone seen this behavior where the overlay just eats the frames without rendering the menu?