Pixel art game + follow camera vs. monitor refresh rates

So here’s a problem: I got a bunch of monitors with different refresh rates and a pixel art game that’s being created in Unity. Game has a follow camera that follows the player and graphics behave way too different depending on the monitor refresh rate, but only when the camera moves along with the player. Basically there are two scenarios:

  1. On 60Hz monitors everything looks fine, pixel art animations play as they should all while the camera is following a moving character.
  2. On 144Hz monitors the movement of a player combined with the movement of the camera produce all kinds of jittery and/or blurry animations, ghosting etc. BUT I need to stress it: it only happens when camera moves along, if we switch the camera follow off, then animations look nice on 144Hz too.
    I tried different camera setups, move methods and where we put them, no luck so far.
    Testing on 200Hz monitor also (well ofc) shows same jittery results, then again, even on same 200Hz monitor, downgrading to 60Hz and all is fine.
    What can be done here? Does Unity provide some tools to cope with it? is it a widely known problem? I searched for it and couldn’t find a clear explanation or better a solution to this exact problem.

try using vsync and cap your fps at 60, just a guess