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Game Lag White Paper › L2 Client OS and device

Overlay software interference Overlays and screen hooks

Cause ID co-overlay · Primary owner External (External) · Also Game team (Client development)

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Chat apps, launchers, recording tools, and FPS counters hook into the game’s rendering to draw their own UI on top of the game screen (hooking). That adds work to every frame and sometimes clashes with the game, causing hitches or crashes.

Why Overlays from chat apps, game launchers, graphics card tools, or recording software are turned on → Effect Every time a frame goes out to the screen, the overlay steps in and draws its own UI on top → On screen Frames get slightly later, and when a notification pops up the game hitches, shows graphics glitches, or crashes (looks like a disconnect to the player)

Symptoms
Stutter, Freeze, Disconnect
Factors
Stall
Who’s affected
Just me
When
Always, Randomly
Owner
Primary owner External (External) · Also Game team (Client development)
Game team action items
Collect the list of running overlays along with crash reports and stutter logs.
External action items
When reports come in, tell players to turn off all overlays and test again.
On the graph
Outliers only · Frame time and crash count (players with overlays on)
Where to look
Turn off all overlays and compare PresentMon frame time in the same scene; for crashes, check the faulting module name (Faulting module name) in Event Viewer Event ID 1000
Confirmed if
Hitches and graphics glitches go away with overlays off, or the faulting module in the crash is an overlay program’s DLL
Ruled out if
Same with every overlay off: the graphics driver or “Client crash”
Check with
The player’s own environment
Learn more
When only certain players stutter or crash and their specs don’t explain it, suspect a conflict between an overlay and the anti-cheat module first.

Sources

  1. Steam Overlay (Steamworks Documentation) Valve
    The Steam overlay automatically hooks into games launched through Steam, and because of how it does that, it can expose memory errors in the game’s use of the rendering API and cause crashes
  2. PresentMon Capture Application (README-CaptureApplication.md) Intel
    Records per-frame time as FrameTime (CPU time between frames)
  3. The application or service crashing behavior troubleshooting guidance Microsoft
    Event ID 1000 in the Application log includes the faulting module name (Faulting module name); a Windows module sometimes shows up as the faulting module because of corruption caused by another module

See also

Same layer: L2 Client OS and device

Same symptom (Stutter), other layers

View the interactive card with figures and simulations