# High speed on low frame rate, low speed on high frame rate

When I unplug my laptop from a power supply my game runs on 30-40fps and the player does a 360 spin just by barely moving the mouse but when my laptop is connected to the power cord and the game is running 500-600fps I have to drag my mouse across my desk to do a 360 spin.

Here is the code that I use:

``````void Update()
{
float inputX = Input.GetAxisRaw("Mouse X");
float inputY = Input.GetAxisRaw("Mouse Y");

swordHolder.localRotation = Quaternion.Euler(new Vector3(curY, 0, 0));

curY -= inputY;
curY = Mathf.Clamp(curY, -90, 75);

if (curY < -90)
{
curY = -89.9f;
}
else if (curY > 90)
{
curY = 89.9f;
}
playerBody.Rotate(new Vector3(0, inputX * sensitivity * Time.deltaTime));
cameraHolder.localRotation = Quaternion.Euler(new Vector3(curY, 0, 0));
}
``````

, When I unplug my laptop from a power supply my game runs on 30-40fps and the player does a 360 spin just by barely moving the mouse but when my laptop is connected to the power cord and the game is running 500-600fps I have to drag my mouse across my desk to do a 360 spin.

Here is the code that I use:

``````void Update()
{
float inputX = Input.GetAxisRaw("Mouse X");
float inputY = Input.GetAxisRaw("Mouse Y");

swordHolder.localRotation = Quaternion.Euler(new Vector3(curY, 0, 0));

curY -= inputY;
curY = Mathf.Clamp(curY, -90, 75);

if (curY < -90)
{
curY = -89.9f;
}
else if (curY > 90)
{
curY = 89.9f;
}
playerBody.Rotate(new Vector3(0, inputX * sensitivity * Time.deltaTime));
cameraHolder.localRotation = Quaternion.Euler(new Vector3(curY, 0, 0));
}
``````

Mouse position changes are a delta-driven input. By multiplying by Time.deltaTime, you’re making it framerate-dependent again.