mojira.dev

rat

Assigned

No issues.

Reported

MCPE-232430 MCPE-230090 – Camera Jitter / Mouse Input Summary Duplicate MCPE-232252 Camera Movement Jitter / Input Quantization in Bedrock After GDK Update Duplicate MCPE-231906 Stuttering, low hertz feel Duplicate MCPE-231127 Severe memory usage & FPS drops on latest Bedrock version Duplicate

Comments

And nobody can really find this unless it’s a dupe report.

@Alfrednalxr2 Yep. I also am at 240 Hz and my fps is high and stable. But the camera movement when moving the mouse is laggy and not smooth still. Even trying different polling rates. I can’t play unless they fix this. It’s unplayable. It ruins the game. It’s impossible to actually play like before. 19 votes on a bug report and still nothing… this thing gets at least a vote a day. Still no fix.

Genuinely please. I haven’t been able to play and have fun for 4 weeks. I’ve been giving so much information on this. Are you guys ignoring my comments? I actually haven’t been able to play for 4 weeks. Please do something.

Can you actually do something about it, or give any other information other than saying don’t dupe issues and then redirecting me to the older bug report you still haven’t fixed

The mouse jitter isn’t a traditional FPS or polling rate issue. The game maintains stable framerate, but the camera movement is consistently unsmooth. Its severity is context-dependent: in some areas or during chunk/entity loads (like server spawns), it becomes much worse, while in other areas it may feel smoother. The behavior is unpredictable and dynamic — the engine consistently misprocesses relative mouse input, but the severity varies depending on context. This explains why FPS counters are stable, yet camera movement feels stuttery or jumpy. It’s a persistent issue tied to the GDK rendering/input pipeline rather than hardware, V-Sync, or mouse polling. Mojang. Please. Fix. This. Issue. It. Is. Unplayable.

Never mind it’s actually very noticeable when the polling rate is above 125hz. The 125 hertz on worlds is better than servers. It feels like a dynamic polling rate cap

Yeah this only affects the mouse. From my pov: It seems to be an annoying mouse input gdk problem that seems to be a dynamic hertz issue maybe based on load. But, it shouldn’t get laggier based on load because if your hertz is 240 on your monitor and you remain at a high lets say 600 fps at least consistently the polling rate or hertz shouldn’t go lower. But somehow the quality of this game is bad so you notice a polling rate/refresh rate that is terrible. This seems to mostly affects high end systems. So it’s definitely Mojang's issue not ours. Dynamic Hertz is off and vsync is off for me and it seems like its off for everyone in this thread. For me, servers is noticeable, and worlds are not really noticeable. But it’s naturally going to be different for everyone because not everyone has the same hardware. Very annoying code issue.

It seems like it depends on load. So if you are at 125 hz you wont notice it with low load but when the load is high it even gets laggy on 125 hz even though it shouldn't be laggy for me even at 500hz its still technically a glitch. Because its excessive load and strain no matter how good your pc is. seems like a glitch.

or it al least makes the glitch less noticeable

ngl in servers setting it to 125hz polling rate actually seems to make it 125 hz

Therefore it easily might not be a constant hertz cap for polling rate because if it was a polling rate cap it would be just as bad for single player worlds, even at identical FPS. It seems context dependent but it can easily be different of people. I am aware others have many different issues with the mouse camera movement, the gdk “lag” issue has changed many times for me. For me it felt more “liquidy” frames and now it feels like some sort of fps mouse stutter or hertz cap it really does feel like a random cap instead of a constant cap of fps or polling. It feels like a rendering code problem instead of any cap because of it’s unpredictable behavior and it feels like a polling rate cap at 125 hz. Even though its context dependent which shows it shouldn't be a cap. Some players clicks don't even register on MCBE but other games is fine. So for some it seems like a polling rate cap. Very odd mouse glitch. Feels like a context-dependent one for me at least. Like a broken code or rendering software issue. Sometimes the mouse works normally at high polling rates and sometimes it doesn't. But that's for me. It feels like the engine is occasionally misprocessing mouse input, causing intermittent stuttering, sudden jumps, or uneven frame-to-frame motion. But it 100% still feels like a mouse input problem caused from the new GDK stuff. The engine handles mouse input terribly either way.

It affects servers the most for me. worlds aren't bad. servers is where its noticeable. (even with the same fps)

Mods, if any of you see this can you confirm if you made any changes regarding this issue on the latest preview 1.21.130.28. it seems better but still strange probably because its a preview though.

@[Mod] OcelotOnesie
This issue is still present in the latest release, 1.21.124.

When launching the game, it automatically starts in fullscreen (expected), but a black bar appears in the pause menu. A temporary workaround is pressing F11 twice to toggle fullscreen, which removes the black bar until the next launch.

Just confirming this is still reproducible on the current version.

Also when I say It feels like I am constantly lagging I mean my game isn’t lagging it’s the laggy camera movement using my mice

This issue is not existent for java with the same polling rate and settings or any other game. I have no frame limit, on 240hz, no vsync, and the mouse camera movement is unsmooth and laggy. It feels like i am lagging constantly even when I should not be. Tested using different mice and usb ports still nothing.

It was duplicated due to me thinking it was ignored as versions affected did not get updated on your side.

It is still laggy and very annoying. Even with high fps and nothing much running in the background.

Anyone who is having this issue, I would encourage you to check Nvidia Control Panel and going to the refresh rate located there. Because I have my refresh rate in my settings set at 240 hertz. But it seems like there was an automatic change and the refresh rate in Nvidia Control Panel was set to 144 Hertz, even though It should stay at 240 Hertz(because it was always like that), like it was for me. Seems like there could have been an automatic change. But I would assume when I downgrade (which fixed it) it wouldn’t automatically change that specific settings in Nvidia control panel; so it seems like there is still an issue with the new updates as there is still a capped fps feel, even though there is no fps cap on.