Hey all. Sorry to resurrect an old thread, but I was tinkering around with a side project of mine and I think I found what was causing the issue for us! It was... a misunderstanding of how the Game1.Update() call worked. Allow me to explain.
I was working on a game that has the following game loop:
During Update(), fill a List<> with objects.
During Draw(), draw those objects.
At the end of the Draw() call, clear the List<>.
My assumption was that MonoGame would run Update() once, and then Draw() once, and then repeat.
What I noticed however, is that my List<> would get overfilled (which resulted in large quantities of lag). I did a check, and now I know that Update() may be executed multiple times between each Draw() call. That right there, was most likely what was causing my lag (I'd test it on my game, but unfortunately it's a bit broken at the moment. Knowing this however, I did fix my side project).
What do you think? (If I'm wrong about Update(), by all means please correct me).
EDIT: Nevermind... Stutter happened in my side project. Still, I'll leave this information about Update() up since it's good to know.