Look up, Client Side Prediction, and look into how V-Sync works, like, a deep dive…
Here’s some put togethers for you…
Buy this book, and read it, like, all of it! click the print edition for the full preview experience [or just click the Kindle edition page preview image and then click print at the top, sadly the topic I think you may benefit from is not in the preview but the Latency section has some gems in the preview]
I coughed up the print edition price
totally forgot how much I paid for it so… yay
And for VSYNC, here:
https://www.youtube.com/results?search_query=How+VSYNC+affects+game+code
This one explains it quite well…
If possible, could you actually video demonstrate the actual jittering you are experiencing so maybe it can be dug down a bit more…
I want to add, frame issues should be fixed in code, and some users hate not being to uncap from refresh rates, but honestly, I prefer using it a lot more than allowing my hardware to overheat with useless extra frames… this will have to be a decision you make based on your development process.
During this searching, I came across this:
Can someone tell me, is that a tea mug sip at the end? Really annoying to hear that cut off that way [#BritishThing]
Anyway, at this time, I am still coming back to MonoGame and coding with a fresh pair of eyes [literally] and as such, I cannot offer more detail at present, however, Networking is in my planned project timeline, so, perhaps a year from now I may look into it deeper.
I hope this is further deep dived, could make for a good read for future networking enthusiast coders.