I'm developing a FPS game and I'm considering polling at a high frequency on a separate thread. This decouples the game loop and reading input. I get sub-frame samples and can process those samples from a queue. My question is about determinism. I want to drive input handling with a variation of a state machine or DPDA. These things are not known for "fuzzy-friendliness" so I need to filter dequeued inputs (in the signal processing sense). How do real games implement high frequency input handling?