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static bool DoesOverlayNeedPresent { get; }


Normally this call is unneeded if your game has a constantly running frame loop that calls the D3D Present API, or OGL SwapBuffers API every frame.

However, if you have a game that only refreshes the screen on an event driven basis then that can break the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also need to Present() to the screen any time an even needing a notification happens or when the overlay is brought up over the game by a user. You can use this API to ask the overlay if it currently need a present in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.