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Godot Just Fixed a Six Year Old Mouse Bug, and the Fix Says Something Bigger

ZKO blog tile: 3D

Godot has fixed a bug that has been filed against the engine since 2023: high polling rate mice on Windows, anything above 2kHz, could flood the input queue faster than the CPU could process it and drop the framerate to single digits. The fix landed in Godot 4.7.2, with a related improvement already in the 4.8 development snapshots.

It sounds like a niche complaint until you notice how many gaming mice now ship at 4kHz or 8kHz as standard, not as an enthusiast option. A bug that only affected a small slice of hardware three years ago now affects a meaningful share of anyone testing a project on their own machine.

What makes this worth flagging is not the fix itself but the timeline. An open source engine with a small core team took years to get to a mainstream hardware problem, not because nobody cared, but because input handling bugs are exactly the kind of thing that is hard to reproduce until enough of your users have the hardware that triggers it.

If you maintain anything that touches raw input, whether that is a game engine or a web based 3D configurator, it is worth testing against a high polling rate mouse deliberately rather than waiting for someone to file the issue.