Oct 25, 2026

Godot fixes frame drops with high polling rate mice on Windows, shipped in 4.7.2

A Godot progress report describes how mouse motion is now read in buffered batches, with an 8 kHz mouse going from 173 to 1103 FPS in the author's test.

Godot has fixed a performance issue that affected mice polling at 2 kHz or more on Windows. The change is in Godot 4.7.2 and was first included in the 4.8 dev 3 snapshot, according to an engine contributor's progress report.

Windows delivers legacy and raw mouse events at the same time, and the flood of events from a fast mouse can drop frame rates sharply once the processing limit is reached. The fix reads raw mouse motion in buffered batches and dispatches legacy motion events at most once per frame, while keys, buttons and the wheel are handled as before.

In the author's benchmark on a fast desktop CPU, a visible cursor with an 8 kHz mouse rose from 173 FPS on 4.7.1 to 1103 FPS on 4.8 dev 3. With the captured mouse at 8 kHz the old build fell below 1 FPS. The post says slower processors should see a larger benefit, and that the 1% low figure improved by a factor of 45.8 in one test.

Developers on Windows should update to 4.7.2 or later. The post also advises keeping _input and _unhandled_input functions light, particularly for mouse motion events, since they can run hundreds or thousands of times per second.

Sources

Verified Oct 25, 2026 (official source). godotgame-engineswindowsperformance