Add support for higher polling rate

I want Roblox to add support for running at 60 fps while also having a high polling rate.

Here’s a video of Roblox not having this feature:

You can clearly see that the less-than-fully-supported 1000 setting causes Roblox to perform poorly, while the fully-supported 125 setting works fine.

Here’s my dxdiag, to help Roblox develop this new feature: DxDiag.txt (121.9 KB)

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This would greatly increase compatibility with newer mice and input devices, and people would not complain that “roblox just lags on my laptop i need to get a new one”

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Watching the engine struggle to handle a fancy mouse is kind of embarrassing…

There’s no reason the engine should be struggling with this of all things so full support for this to be fixed.

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Bump…, I shouldn’t have to switch the polling rate of my mouse exclusively for Roblox. Polling rates above 2,000Hz aren’t uncommon nowadays.

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I was wondering why my camera was failing to function in shift-lock. I thought I had a skill issue or virus or something. Roblox is actually abhorrent on 8KHZ.

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I actually recently discovered that 2000Hz is only feasible if you have a very high frame rate. This also goes for 1000Hz, which practically everything uses by default. I switched my mouse to 500Hz, and all my frame time “performance” issues went away. They were just a lot less common at 1000Hz.

Roblox - a modern game engine in 2024 - has half-baked support for 1000Hz polling rate! Incredible!! This also confirms the initial post the Sharksie made.

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I dont understand why this still isnt supported properly, i have to avoid using a higher pollingrate on my mouse because this is not supported.

My mouse supports up to 8000 Hz pollingrate and if i enable it i will no longer able to turn my screen as it makes all my mouse movement lag behind on the camera for multiple seconds.

The same issue happens in studio.


(I am moving my mouse as fast as possible here)

I’d love to see this get resolved soon.

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The framerate issue with polling also causes programmatical issues. The mouse delta gets all sorts of messed up when reading it at more than 60+ frames. I literally have to retroactively read the mouse delta and reapply it to the camera step just to get the correct values.

I’m convinced that the Roblox engine was designed to just assume having 60 or less frames. That’s why things like VR and higher framerate settings took so long to get added.

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A whole year later with many PC configurations, 500Hz is still the “ideal” polling rate if you have your frame rate uncapped. If you ever hit below your FPS, you begin to run into issues that only become amplified the higher your polling rate is. If I had a worse PC, I’d likely be considering 125Hz to prevent stuttering.

In a way, I am fortunate enough to be technologically literate in these things most don’t care about, because it means I suffer less from this issue. I run my mouse at 36K DPI, which greatly negates any downside to the lower polling rates. However, the average person doesn’t understand that the correct way to use a mouse is to have a high DPI with a low sensitivity (this is partly due to old CS:GO tutorials being parroted for so long).

I honestly wouldn’t be surprised if half the performance issues people experience nowadays on Roblox are actually polling rate related on PCs that aren’t fully capable of running a consistent frame rate, or people just following the uncapped method (because why would Roblox be different?), or the experience they are in is just particularly unoptimised.

So many new mice come with a polling rate higher than 1000Hz, and Roblox can’t even handle that properly without performance brute force. I shouldn’t have to set my high end modern mouse to 125Hz just to play Roblox normally-- most modern games at least support 2000Hz without issue.

Apologies for the necro-post, folks. I felt it was necessary to bump again. This issue is crazy. Thanks for reading.

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