When using vsync, mouse movement is less sensitive than when vsync (and frame limiting) is not active.
With vsync and frame limit off, movement appears to track perfectly and accurately, but as soon as the frame rate is limited to below the level the GPU is capable of, movement appears to track less well.
This is a subtle effect. If the player always plays with vsync on, or vsync off or with the FPS limit set to the same value all the time, they will likely not notice anything amiss.
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That's exactly what it feels like, but I didn't want to put that in the bug report because it's not something I can be sure about.
This may be related to how LWJGL records input. I've just begun to read how to use LWJGL in my own programs and documentation surrounding handling input seems to indicate that the poll rate can affect mouse input events.
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases. If this has been done, we can reopen the issue.
Keep in mind that the "Resolved"-Status on this ticket just means "Answered", and that we are waiting for further information on whether this issue still exists or not. We will reopen it as soon as the requested information has been delivered.
<wild_guess>Sounds like the mouse position is sampled only in the screen refresh intervals.</wild_guess>