[Solved] Jittery, Choppy Frame Movement for 2D game

Yes. And I’m not sure why that’s posed as a question?

If we want to dig into this subject, then let’s address the issues of concern.

For instance, if fixed timestep is on, and someone ties all their movement to a fixed value per frame… this works fine, unless frames get dropped, resulting in slowdown/jitters. Or indeed, speed-up, if there were somehow extra frames.

The key here being it’s fine “unless frames get dropped.” Okay, right. So why are the frames getting dropped, is the question. The updates are hitting every frame correctly and registers the movements correctly. However, the rendering may encounter lost frames for hardware reasons that you are more familiar with than me. This is where vsync comes in. Rendering it faster than it needs to = it doesn’t drop my frames any more.

Point being, ‘jittery framerate’ is such a nebulous and encompassing problem […]

Which is why I thoroughly investigated the problem and narrowed it down exclusively to rendering. If there was a problem with my actual game code, the janky framerate would occur regardless of the speed of the rendering.

I am not suggesting that my code is godlike and untouchable. I can write flawed code. But given the inputs and repeated experimentation of this code, I can verify that rendering is the only source that is causing frames to disappear.

I am not trying to insult Monogame. I am not questioning your understanding of vsync. But the idea that I’m potentially doing something wrong for having used a fixed timestamp is frankly absurd and it is completely irrelevant to the cause of any jittery, choppy frame movement.