Technically there is an answer :P
And yes my tweening example should suffer form jitters as well, althought the main differense may be in that with tweening - the higher FPS you achieve, the better results will be, but with no tweening, if FPS is higher than the logic or get odd updates like 2 updates and one render in one pass, and 1 update and 2 renders in the second pass, then you will have issues, because tweening keeps track of that remainder. Technically you could have 2.69 updates per frame rendered (or the other way around), and if that remainder gets lost somewhere in the process you will have problems with timing.
Also, the reason why windowed mode with no vsync might appear not as smooth is because your FPS is greater than 1k and blitzmax timer is accurate to 1ms, meaning that you cannot achieve delta smaler than 1 but bigger than 0 (anything above 1000FPS would have a delta thats between 0 and 1), any bigger FPS than 1000 and you will get varied deltas from frame to frame (either 0 or 1, but nothing in between). Vsync on assures that deltas stay above 1 (delta = 1000/refreshrate), thus you don't see that disrepancy. To be able to achieve ultimate smooth results with FPS > 1k you would have to use a high resolution timer like Windows Performance Counter. This is naturally expected from Blitzmax or any app that uses timeGetTime() counters that are only accurate to 1ms.
And yes my tweening example should suffer form jitters as well, althought the main differense may be in that with tweening - the higher FPS you achieve, the better results will be, but with no tweening, if FPS is higher than the logic or get odd updates like 2 updates and one render in one pass, and 1 update and 2 renders in the second pass, then you will have issues, because tweening keeps track of that remainder. Technically you could have 2.69 updates per frame rendered (or the other way around), and if that remainder gets lost somewhere in the process you will have problems with timing.
Also, the reason why windowed mode with no vsync might appear not as smooth is because your FPS is greater than 1k and blitzmax timer is accurate to 1ms, meaning that you cannot achieve delta smaler than 1 but bigger than 0 (anything above 1000FPS would have a delta thats between 0 and 1), any bigger FPS than 1000 and you will get varied deltas from frame to frame (either 0 or 1, but nothing in between). Vsync on assures that deltas stay above 1 (delta = 1000/refreshrate), thus you don't see that disrepancy. To be able to achieve ultimate smooth results with FPS > 1k you would have to use a high resolution timer like Windows Performance Counter. This is naturally expected from Blitzmax or any app that uses timeGetTime() counters that are only accurate to 1ms.