Most jittering comes from camera related issues.
First, people using the built in "object following" camera in the room. That camera is locked to whole numbers only. So if you have a higher resolution application surface and your character moves in non-whole numbers, then the character will move a fraction of the pixel, and then the camera will later jump when they reach a whole different pixel; creating jitter
But even with a custom camera it's possible for jitter to be introduced because of the nature of floating point math and rendering on the GPU. If the camera is in a specific place and the object is in a specific place, it's possible for it to render a sprite one pixel shifted just because of floating point math. And this can change rapidly with very small changes in the position of either object. To combat that, I use a script that makes sure that the position of the view is rounded to the nearest multiple of the application surface ratio. So if your view is 100x100 and your app surface is 400x400 I make sure the view position is always a multiple of .25; And you can use the same concept for drawing sprites (though I've never needed to do that. Typically it's enough just to fix the camera)








