Quick answer: Apply mouse delta directly without deltaTime, but multiply analog-stick look (a rate) by deltaTime; never mix the two so sensitivity stays frame-rate independent.
If aiming feels different at 30 and 144 FPS, you are scaling mouse delta by deltaTime. Treating mouse and stick input differently fixes it. Here is how.
How to fix it
1. Do not scale mouse delta by time
Mouse delta is an accumulated displacement, not a rate. Multiply it only by sensitivity, not by deltaTime, so a given hand movement turns the same amount at any FPS.
2. Scale analog look by deltaTime
A gamepad stick gives a held rate, so multiply its look contribution by deltaTime to keep turn speed consistent across frame rates.
3. Accumulate raw input if needed
If your input system batches movement, sum all mouse deltas for the frame before applying, so high-FPS frames with small deltas total the same rotation as low-FPS frames.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.