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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.

[media: 1000161880.mp4]

Almost forgot, but here is the side by side comparison to other game, and also an external recording