Add article about fixing high polling rate mouse input on Windows - #1421
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Add article about fixing high polling rate mouse input on Windows#1421Calinou wants to merge 1 commit into
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JohnVeness
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Aug 18, 2026
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| title: "Fixing high polling rate mice on Windows in Godot" | |||
| excerpt: "At long last, a performance issue with high polling rate mice on Windows has been fixed. The fix will be in Godot 4.8 and was cherry-picked to 4.7.2. This article describes how the fix works, and why it's so important today." | |||
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| excerpt: "At long last, a performance issue with high polling rate mice on Windows has been fixed. The fix will be in Godot 4.8 and was cherry-picked to 4.7.2. This article describes how the fix works, and why it's so important today." | |
| excerpt: "At long last, a performance issue with high polling rate mice on Windows has been fixed. This article describes how the fix works, and why it's so important today." |
Simplified.
| date: 2026-08-18 14:00:00 | ||
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| At long last, a performance issue with high polling rate mice on Windows has been fixed in Godot. The fix will be in Godot 4.8 and was cherry-picked to the recently released [Godot 4.7.2](https://godotengine.org/article/maintenance-release-godot-4-7-2/). This article describes how the fix works, and why it's so important today. |
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| At long last, a performance issue with high polling rate mice on Windows has been fixed in Godot. The fix will be in Godot 4.8 and was cherry-picked to the recently released [Godot 4.7.2](https://godotengine.org/article/maintenance-release-godot-4-7-2/). This article describes how the fix works, and why it's so important today. | |
| At long last, a performance issue with high polling rate mice on Windows has been fixed in Godot, starting with the recently released [Godot 4.7.2](https://godotengine.org/article/maintenance-release-godot-4-7-2/). This article describes how the fix works, and why it's so important today. |
It seems to me that the fact it was developed for 4.8 first then backported to 4.7.2 is an implementation detail that is not particularly useful to engine users.
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| ## What's the issue with high polling rate mice? | ||
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| As the operating system receives mouse events much more frequently, it must handle them in timely manner to avoid dropped events, or events being handled too late (which results in additional latency). In other words, with great polling rate comes great responsibility. |
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| As the operating system receives mouse events much more frequently, it must handle them in timely manner to avoid dropped events, or events being handled too late (which results in additional latency). In other words, with great polling rate comes great responsibility. | |
| As the operating system receives mouse events much more frequently, it must handle them in a timely manner to avoid dropped events, or events being handled too late (which results in additional latency). In other words, with great polling rate comes great responsibility. |
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This is a technical breakdown on the fix introduced by godotengine/godot#109639, as well as a description of why it's important nowadays. I've also re-recorded benchmark data for this article.
Project used for the header images and the first image in the blog post: test_mouse_jitter.zip
RTSS was used for the frametime graphs.