I've been wanting to use the Graphics Event List to do some analysis on redundant API calls in our scenes and to just get a sense of what all is actually going on. In my capture I noticed a ton of Device::CreateX calls (CreateTexture2D, CreateVertexShader, CreatePixelShader, etc) that we are not actually making.
I've confirmed that these are generated by the VSGraphicsHelper.dll during the capturing process just by sticking some breakpoints in the d3d11.dll and checking the callstack.
I don't really have a problem with the GraphicsHelper doing this per-se, but I would like the option to hide all calls that the Graphics Debugger inserts so I can analyze what we are doing exactly. It looks like there's already special handling for these calls, because they do not have a callstack, where all the user calls do.