This bug has been in the Minecraft Bedrock Mobile for years now, no matter if your phone is high-end or low-end, or on tablet. Even in the latest update in Minecraft Bedrock Edition, whenever I swipe my screen, there is still a noticable 0.1 second touch input delay between the finger movement and on-screen camera/ action response.
Take note that my phone is the Poco X7 Pro, display refresh rate is 120 hz, my fps is a stable 120+, V-Sync is off, and even tried to force on Improve Input Responsiveness in options.txt.
Steps to Reproduce:
Launch Minecraft on mobile.
Open any world or server.
Swipe rapidly across the screen to turn the camera.
Compare finger position with camera/ crosshair movement.
Expected Result:
Camera view and touch controls should respond instantly to touch swipes without perceived input delay.
Observed Result:
There is a distinct delay/lag where the camera/ cursor "trails" behind the physical finger motion.
Gameplay Impact:
For competitive touch/PvP players, this 0.1 second camera delay introduces significant input inertia, making fine tracking, flicking, and micro-adjustments feel sluggish, out of place, inconsistent, and desynced compared to standard mobile FPS/aim titles (e.g., Aim Lab, COD Mobile).
Technical Performance Addendum (High-Refresh Rate Analysis):
- Device Tested: Poco X7 Pro (and equivalent high-end Android chipsets)
- Target Metrics: Display forced to 120Hz / Stable 120+ FPS framework (confirmed by active frame overlays).
- The Core Issue: At 120 FPS, individual frame delivery occurs at roughly 8.3 ms. However, the observed 0.1-second (100 ms) delay means touch-input processing drops behind the active visual queue by an estimated 12 entire frames.
- System Config Bypasses: Manually toggling 'Improve Input Responsiveness' ON or forcing V-Sync OFF within options.txt fails to minimize this camera trailing, confirming that the bottleneck sits strictly within the engine's asynchronous input pooling/smoothing pipeline rather than standard hardware throttle thresholds.
Linked issues
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Almost forgot, but here is the side by side comparison to other game, and also an external recording
Alright, after careful research, the reason this issue persists across hardware tiers (as noted in the description's comparison to titles like COD Mobile) is due to an internal RenderDragon/Ore UI frame-buffering bottleneck on high-refresh-rate displays. If tested in 60 hz phones, chances are, the input delay will blend in with the refresh rate latency of 60 hz and may not be noticeable under the naked eye (unless if recorded in slow motion).
To assist QA in replicating this under verified conditions:
- Device Tested: Poco X7 Pro (and similar high-end Android hardware or any phones like Samsung Galaxy S26 Ultra, iPhone 17 Pro Max, Infinix Zero 30, Itel RS4, Samsung A55 5G and etc.)
- Display Refresh Rate: 120Hz forced (if there's no 120hz, you can go to the highest refresh rate your phone has to offer)
- In-Game Frame Rate: Stable 120+ FPS (Confirmed in the performance overlays)
- Engine Math: At 120 FPS, the frame render time is around 8.3ms. The observed 0.1-second (100ms) camera trailing means touch processing lags behind the active visual frame queue by roughly 12 entire frames.
Turning ‘Improve Input Responsiveness' ON or forcing V-Sync OFF via options.txt doesn't bypass this buffer. This isolates the bug strictly to the engine's touch-input pooling thread, which is failing to scale asynchronously with high-refresh-rate devices.
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