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Godot fixes Windows stutter linked to high-polling mice

A Godot report explains a fix for high-polling mice. The update connects a peripheral setting with the stability of the game’s frame delivery.

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AnderZilla horizontal editorial artwork: Godot fixes Windows stutter linked to high-polling mice. Conceptual illustration, not a product photograph.
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On August 24, Godot detailed a Windows performance fix for high-polling mice, included from Godot 4.7.2. The report defines high polling here as rates of at least 2kHz and presents measurements made by the project.

This connects gamers and developers directly. A peripheral designed to respond faster also generates more input events. Software must handle that work without disrupting the other tasks keeping a game smooth.

If you develop a game, a useful check compares the same scene with the mouse stationary and moving while recording frame times. Repeat at different polling rates supported by the peripheral. Changing several settings at once makes it harder to identify the cause of an improvement or regression.

We have not measured this fix in AnderZilla and do not promise a universal FPS increase. It addresses a specific scenario worth including in troubleshooting when mouse movement causes stutter. Players should check the game version and developer’s changelog: updating an editor does not automatically update a game that has already been distributed. That distinction matters before assuming a fix has reached your installed title.

Sources: Godot. Checked September 10, 2026. Document-based reporting; no hands-on test.

Sources and reporting context (1)
  • #AnderZilla
  • #Godot
  • #PCGamer
  • #GamingMouse

Original source: Godot — mouse polling no Windows ↗

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