Correct me if I’m wrong, but MonoGame would have to be responsible for these changes. There were no issues with Garbage Collection, CPU, Memory, rendering performance, update performance, etc… the code is lightning fast. I benchmarked everything and can conclusively say that all of the code I wrote runs in about 0.06ms per frame, there are zero GC’s happening, and CPU isn’t even remotely close to its limits.
I even ran a test where I decided to force GC to run on every single frame just for the lulz (and because I was so confused as to what could be happening), and it has absolutely zero effect on the staggering.
My guess is that it has something to do with Fixed Timesteps, because MonoGame will only do certain things after the 16.67ms has passed. I haven’t dug into the depths, but I don’t want mislead anyone into thinking it’s their code at fault when it’s linked to a deeper issue.