Camera Scrolling strange bumps


i have a problem with camera scrolling…
Sometimes not always there some kind of bumps/jumps happening.
Very tiny and sometimes more often sometimes less often.
Difficult to explain…(my english is not the best)

There is more code , but this is the important part , i guess

In Draw:

  spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.LinearClamp, null, null, null, Utilities.Camera.Instance.TransformMatrix);
  //basically two rendertargets that represents the tilemap

 public Matrix TransformMatrix
                    Matrix.CreateTranslation(new Vector3(-Location.X, -Location.Y, 0.0f)) *
                    Matrix.CreateRotationZ(Rotation) *                       
                    Matrix.CreateScale(ZoomHori*2.0f, ZoomVert*2.0f, 1.0f);

And in Update:

//camera location
Location.X += 0.1f * (float)gameTime.ElapsedGameTime.TotalMilliseconds;

framerate could be… i have framedrops sometimes… 58-60 but that should not happen, with my hardware…
The bumps appear when frames are dropping…

I have no clue…

Any suggestions are welcome…

Okay, i had some custom settings in my graphicscard , that caused the framedrops, no framedrops , no bumps,
caused a lot of trouble…

Okay, it was a problem , not the problem bumps are back. Or i had like 5 minutes luck and they didnt appear.
Frames are constant now according to “Fraps” , it shows 60 fps,
But for me the bumps look like framedrops, i dont know…

Okay, i dont say anything anymore, frames are dropping again… i dont know whats happening
Or is there even a connection, because some bumps are appear also when fraps shows 60 fps.

Drivers are updated
Graphicscard settings to default
Its Windows 10,
AMD Graphiccard,
Cross Platform Desktop Project

It can be over minutes be okay, but then some bumps come up, after 2 until ~10 seconds they are gone.

Its all a mixed subjectiv/objective observation… seemed to be random if its happening

Yea it would be the frame skip I reckon.

Because update gets called and draw doesn’t during frameskip say you skip 10 frames then.

Update - move camera 1 space, 10 times.
Draw - (Not drawing 1 space move at a time), just draws camera 10 spaces due to 10 frames skipped.

I would be interested in an elegant solution myself.