SteamFirst-person shooter · Input path · Measured in your browser
The internet says drop to 125 Hz. At 144 fps that empties one frame in eight.
Battlefield 6's loudest PC complaint is that the mouse feels choppy while a controller feels
smooth, and the fix everybody repeats is to cut your polling rate. Nobody checks what it does.
A game reads the mouse once per frame — so a mouse that reports slower than your display
refreshes leaves frames with nothing in them at all.
Move your mouse across this strip, steadily, for three seconds.
Could not read your display clock. Pick your refresh rate:
Your report rate—
Your refresh ratemeasuring…
Reports per frame—
Frames with no data—
Nothing leaves this tab
The strip reads pointer events and the display's own frame clock. No pointer position, no
movement and no timing is sent anywhere.
01 / Before you measure anything
This part is just two periods
A report rate is a period and a refresh rate is a period. Divide one by the other and you have
how many times the mouse speaks per frame. Below one, the mouse cannot fill every frame — and
the frames it misses are frames where the game turns your view by nothing, because a mouse
reports movement rather than position.
Reports arriving per frame, and the share of frames left empty. Arithmetic only — no hardware involved.
Display
125 Hz
500 Hz
1000 Hz
60 fps16.7 ms frame
2.1×
8.3×
16.7×
120 fps8.3 ms frame
1.0×
4.2×
8.3×
144 fps6.9 ms frame
0.87× 13% empty
3.5×
6.9×
240 fps4.2 ms frame
0.52× 48% empty
2.1×
4.2×
At 144 fps, a 125 Hz mouse fills 0.87 frames per report.
That leaves about 13% of frames with no new mouse data in them. The
advice is repeated as though it were free. It is not free at this refresh rate, and the
number has been sitting in plain arithmetic the whole time.
02 / Your stream, re-cut
What each rate would do to the movement you just made
The table above is true for everybody. This one is true for you: your own sample, batched the
way a slower mouse would have sent it, then cut into your own display's frames. The movement is
preserved exactly — a slower mouse does not lose distance, it delivers it in fewer, larger
packets — so the only thing changing between rows is when it arrives.
Move the mouse across the strip at the top of the page and this fills in.
03 / Why the advice spread
Rate, jitter and frames are three different problems
01
Rate is how often the mouse speaks
It is the number on the box and the one every guide argues about. On its own it decides
almost nothing: past the point where every frame gets a report, more reports per frame do
not give the game anything it can act on until the next frame arrives.
02
Jitter is whether it speaks on time
A 1000 Hz mouse whose reports land at 1 ms, then 0.4, then 3.1 is delivering its rate and
still arriving unevenly. This is the one people feel and the one the rate number hides —
which is why the reading beside the bench shows the spread, not just the average.
03
Frames are where it actually lands
The game does not see your mouse. It sees whatever arrived since its last read, once per
frame. That is the only place rate and jitter turn into something on screen, and it is the
only one of the three that the popular fix changes for the worse.
04 / The other half of the complaint
Why the pad feels smooth, and it is not aim assist
A stick reports where it is
A thumbstick reports a position, so a frame that reads it late still reads the correct value. A mouse reports movement since the last report, so the game must add up whatever arrived inside that frame — and a frame that received nothing turns your view by nothing.
A late read of a stick is still a correct read.
A mouse reports how far it went
So the game has to add up the packets that arrived inside the frame. Two frames that
received different numbers of packets turn your view by different amounts even when your
hand moved at a constant speed — and that difference is the texture people describe
as choppy.
A missed read of a mouse is movement that never happened.
What this does not settle
Whether controller aim assist gives an advantage in Battlefield 6 is a separate argument and
this page takes no side in it. The point here is narrower and checkable: the smoothness
difference has a mechanical explanation that exists before aim assist is switched on.
05 / The path itself
The settings that change what reaches the game
Read from this site's own verified Battlefield 6 entry, checked 7 September 2026. These are listed
because they sit on the input path, not because they are "best" — a number that is
right for one hand and one mousepad is not a recommendation for yours.
Mouse raw input
On
Removes Windows acceleration and smoothing from the chain.
Uniform Soldier Aiming
On, coefficient 178
Keeps every scope on the same distance-per-360 relationship; 178 approximates 0% monitor distance.
Infantry aim sensitivity
50 as a baseline
Equivalent to roughly 30–40 cm/360 at 800 DPI; convert your CS2 or Valorant number instead of guessing.
Vehicle · aircraft · helicopter sensitivity
50 · 40 · 40
Lower for aircraft so a full mouse swipe is not a full stall.
Flick look
Always, speed 200
Lets a fast swipe finish a 180° turn even when your pad runs out.
Crouch / slide bind
Left Ctrl for both
Battlefield 6 picks crouch or slide from your speed, so one key does both jobs.
Ping / CommoRose bind
Alt or Mouse 4
Q as a hold key fights with strafing; move it to a thumb button.
Full binding list
Every default on keyboard, pad, vehicle, aircraft and helicopter is on
the Battlefield 6 controls page, with its sources and
the date each was checked.
06 / In this order
Change one thing. Measure. Then the next.
Every list of fixes for this problem is a list of everything at once, which is why nobody who
follows one knows which part worked. Each step here names the measurement that confirms it, so
a change you cannot see is a change you can put back.
01
Measure before you change anything
Sample the strip above and write down your report rate, your empty-frame share and your jitter. Without a before, every after is an opinion.
02
Turn off acceleration on both sides
Windows pointer precision and the game's own raw input setting are two separate switches on the same path. The settings checker reads what the browser can see of the first.
03
Only then touch the polling rate
And read the table above for your refresh rate before you do. If your empty-frame share is already zero, dropping the rate can only take it away from you.
04
Re-sample and compare the same three numbers
Same strip, same hand speed, same tab. A change that moves none of the three moved nothing you can see either.
07 / Method and limits
What this measures, and what it cannot see
Measured here
Pointer events in this tab, timestamped by the browser, and the display's own frame clock
read from the animation callback. The rate, median interval and jitter come from the same
analyser the site's polling-rate test uses, so the two pages cannot disagree about your
mouse. Lower rates are modelled by batching your real reports, which preserves the distance
exactly and changes only its arrival pattern.
Nothing is uploaded. The sample lives in this tab and ends with it.
Not known here
A browser is not the game. It can be given coalesced events, it is subject to the tab's own
scheduling, and it sees nothing of the engine, the driver or the USB stack. So this page
never says what Battlefield 6 does with your input — only what your input looks like
before anything receives it. The engine-level stutter people describe may well survive
every change on this page.
Three consistent runs beat one dramatic one.
One measurement caveat worth stating plainly: a browser may hand a page one merged event in
place of several. Where that happens the observed rate reads low through no fault of the
mouse — which is why the bench reports the interval spread beside the rate, and why a
rate far under your driver setting is a reason to repeat the test rather than to change a
setting.
08 / Questions
Battlefield 6 mouse and input questions
Why does my mouse feel choppy in Battlefield 6 when my controller feels smooth?
Part of it has a mechanical explanation that has nothing to do with aim assist. A thumbstick reports a position, so a frame that reads it late still reads the correct value. A mouse reports how far it moved since the last report, so the game has to add up whatever packets landed inside that frame — and two frames holding different numbers of packets turn your view by different amounts even when your hand moved at a constant speed. The bench on this page draws that unevenness from your own stream. It cannot tell you how much of the remaining difference is the engine-level problem players have reported, because a browser cannot see inside a game.
Should I lower my polling rate to 125 Hz for Battlefield 6?
Check what it would cost you first, because it is not free. A game reads the mouse once per frame. At 144 fps a frame is 6.9 ms and a 125 Hz mouse reports every 8 ms, so the report cannot keep up with the frame and roughly one frame in eight arrives with no new mouse data at all. At 60 fps a frame is 16.7 ms and the same mouse fills every one, which is probably why the advice worked for whoever first posted it. The table on this page has the arithmetic for every common combination, and the bench runs it on your actual stream.
What is the best polling rate for Battlefield 6?
There is no single answer and anyone giving you one is not measuring your machine. The useful rule is narrower: your report period should be comfortably shorter than your frame, so every frame has something in it. Past that point, extra reports per frame give the game nothing it can act on until the next frame arrives. Measure your empty-frame share on this page; if it is already zero, lowering the rate can only take that away.
Is mouse stutter in Battlefield 6 a bug or my hardware?
Players have widely described it as engine-level, and the developers have acknowledged the feedback. This page does not adjudicate that. What it can do is separate the part that is yours from the part that is not: if your own stream shows heavy interval jitter or empty frames before the game is involved, that part is fixable on your desk. If your stream is clean and the game still feels choppy, no setting on your end is going to explain it.
Does raw input fix Battlefield 6 mouse feel?
Raw input removes Windows acceleration and smoothing from the chain, which is a different problem from the one this page measures — acceleration changes how far your view turns for a given hand movement, while per-frame delivery changes how evenly that turn is spread. Both are worth having right, and they are worth changing one at a time so you know which one did anything. The verified Battlefield 6 settings list is on /controls/battlefield-6/.
What does Uniform Soldier Aiming with coefficient 178 actually do?
It keeps every optic on the same relationship between hand distance and degrees turned, so switching scopes does not silently change your sensitivity. 178 approximates the zero-monitor-distance match on a 16:9 display. It is a separate axis from everything on this page: it decides how far your view goes, not how evenly the movement arrives. The full verified settings list, with sources and check dates, is on /controls/battlefield-6/.
Why does a browser report a lower polling rate than my mouse is set to?
Browsers may hand a page one merged event in place of several, and the tab is also subject to its own scheduling. The bench here unpacks coalesced events where the browser offers them, which recovers most of it, but a reading well under your driver setting is a reason to repeat the test in another browser rather than to change a setting. That is also why the reading shows the interval spread beside the rate — a stable distribution says more than one peak number.
What are the default Battlefield 6 controls?
Battlefield 6 ships more than 220 configurable slots across infantry, ground vehicles, aircraft, helicopters, gunner seats and the UI. The full verified list for keyboard and controller, including the vehicle layouts most people never open, is on /controls/battlefield-6/ with the date each was checked.
Before you change a setting
Get the three numbers. Then decide.
Report rate, interval jitter, empty frames. They take three seconds to collect and they turn
the loudest argument on the Battlefield forums into something you can check on your own desk.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.