Why does your mouse look feel floaty?

One extra multiply is fighting your hand.

Why does your mouse look feel floaty?

The problem

deltaTime on a mouse.

void Update(){    float x = Input.GetAxis( "Mouse X" );    float y = Input.GetAxis( "Mouse Y" );     yaw += x * sensitivity * Time.deltaTime;    pitch -= y * sensitivity * Time.deltaTime;}

It looks like the movement rule from every tutorial. On a mouse, it breaks your aim.

Why it happens

The mouse already gives you one frame.

Mouse X is how far the mouse moved since the last frame. That is already a per frame amount.

Keys, sticks
a rate, needs deltaTime
Mouse X, Mouse Y
a distance, use as is
Times deltaTime
turns less at high FPS

The fix in code

Use the delta as it is.

void Update(){    float x = Input.GetAxis( "Mouse X" );    float y = Input.GetAxis( "Mouse Y" );     yaw += x * sensitivity;    pitch -= y * sensitivity;}

Same hand movement, same turn, at any frame rate.

Cheat sheet

Which input needs deltaTime?

InputGives youdeltaTime?
W, A, S, Da directionyes
Gamepad sticka directionyes
Mouse X, Ya distanceno

A direction says which way. A distance already says how far.

The rule

Mouse delta is already per frame.

Mouse look
x * sensitivity
Stick look
x * speed * deltaTime
Both feel right
at any frame rate

The new Input System's mouse delta works the same way.