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description: Godot 4.7.2 fixes a major performance bug affecting high polling rate mice (2 kHz and above) on Windows, where framerates could drop to unplayable levels...
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# Fixing high polling rate mice on Windows in Godot – Godot Engine

**[Godot](https://daily.dev/sources/godot)** · 12 min read · 18 upvotes · 3 comments

## Summary

Godot 4.7.2 fixes a major performance bug affecting high polling rate mice (2 kHz and above) on Windows, where framerates could drop to unplayable levels during fast mouse movement. The issue stemmed from Windows dispatching both legacy (WM_MOUSEMOVE) and raw (WM_INPUT) mouse events, overwhelming the input system at high polling rates. The fix buffers raw input reads and limits legacy input dispatch to once per frame, dramatically improving frametime stability. Benchmarks on a high-end PC show 1% low FPS improved by a factor of 45.8 at 8 kHz polling with V-Sync disabled, and near-locked 480 FPS at 8 kHz with V-Sync enabled, compared to near-unplayable performance in 4.7.1.stable.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://godotengine.org/article/fixing-high-polling-rate-mice-on-windows>

## Questions this post answers

### Why does my game's framerate drop massively when using a high polling rate mouse on Windows?

Windows delivers both legacy mouse events (WM_MOUSEMOVE) and raw input events (WM_INPUT) simultaneously, and unbuffered handling of both at rates above roughly 1-2 kHz overwhelms the input system, causing framerate to collapse, sometimes to under 1 FPS at 8 kHz with a visible mouse cursor. Linux does not have this issue regardless of polling rate.

_daily.dev surfaces engine-level fixes like this for developers chasing frame-time regressions tied to input handling._

### Does Godot 4.7.2 fix the high polling rate mouse performance issue on Windows?

Yes, Godot 4.7.2 includes a fix that buffers raw mouse input reads and dispatches legacy mouse move events at most once per frame, preventing input queue congestion. Benchmarks on a Ryzen 9 9950X3D showed the 1% low FPS improved by a factor of 45.8, and 8 kHz mouse movement went from under 1 FPS to a stable ~480 FPS with V-Sync enabled.

_Track engine version fixes like this on daily.dev before deciding when to upgrade a game project._

### What is the difference between WM_MOUSEMOVE and WM_INPUT on Windows and why does it matter for games?

WM_MOUSEMOVE is legacy input designed for regular applications, while WM_INPUT is raw input introduced in Windows XP that bypasses OS processing like mouse acceleration, which is preferred for first-person games. Windows always sends legacy events alongside raw input even in captured mouse mode, and requesting only raw input breaks features like dragging a window by its title bar.

_daily.dev helps developers debugging platform-specific input quirks find writeups like this one._

## Community discussion

Top comments from developers on daily.dev.

**@soumavadas221b** · 2 upvotes

> Learned something new today

**@heracles2756** · 1 upvotes

> I think this is a valuable fix because high-polling-rate mice can significantly improve input responsiveness and smoothness, especially for modern high-refresh-rate games.

**@agustinbarrientos** · 0 upvotes

> In the Windows performance suite, I'd sweep 2, 4, and 8 kHz mice so default hardware can't hide this regression.

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---

Tags: [#performance](https://daily.dev/tags/performance), [#game-development](https://daily.dev/tags/game-development), [#windows](https://daily.dev/tags/windows), [#godot](https://daily.dev/tags/godot)

[View this post on daily.dev](https://daily.dev/posts/fixing-high-polling-rate-mice-on-windows-in-godot-godot-engine-ht4hqvqfk)

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