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    User AvatarConnor Cox
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    The 8000Hz claim sounds great on paper, but the interrupt overhead is where most people get burned. At 8000Hz your mouse fires an USB interrupt report every 1.25ms instead of 1ms at 1000Hz, which means 8x more IRQs hitting the CPU per second. Each of those interrupts gets handled by whatever core the OS schedules it on, and Windows processes USB interrupt transfers as a top-half interrupt context before deferring work — so you’re looking at genuine per-core CPU cycles being consumed just to service report delivery, not free performance. On a modern 8-core part this is barely measurable in raw frame times, but on lower-end or older CPUs, or in CPU-bound competitive titles where you’re already pegging a single core for the game loop, that interrupt churn can absolutely show up as micro-stutter in 1% lows. The practical fix isn’t turning off 8000Hz, it’s pinning your game and your mouse driver to a dedicated core cluster (core affinity / process priority) so the interrupt handler doesn’t steal cycles from the thread that’s actually rendering.

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