Time.deltaTime is making the character movement choppy

Im using a script that uses direction and deltaTime to make the character move with momentum. The problem is that its making the movement choppy. Any ideas how to fix?
Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
public float moveForce = 500;
public float moveSpeed = .3f;
public float jumpForce = 500;
public Vector3 spawnpoint;
private Rigidbody rb;

private bool onGround = true;

// Start is called before the first frame update
void Start()
{
//VelocityYClamped = mathf.clamp(rb.velocity.y, 10, 30);

spawnpoint = transform.position;
rb = GetComponent();
}

// Update is called once per frame
void Update()
{
//float xMove = Input.GetAxis(“Horizontal”);
//float zMove = Input.GetAxis(“Vertical”);
Vector3 direction = Vector3.zero;
direction.x = Input.GetAxis(“Horizontal”);
direction.z = Input.GetAxis(“Vertical”);
direction.Normalize();
if( direction != Vector3.zero)
{
rb.MovePosition(transform.position + direction * moveSpeed * Time.deltaTime);
}
//transform.position += new Vector3(xMove, 0, zMove) * moveSpeed;
//rb.AddForce(new Vector3(xMove, 0, zMove) * moveForce);

if(Input.GetKeyDown(KeyCode.Space))
{
Jump();
}
}

//rb.velocity = Vector3(rb.velocity.y, VelocityYClamped, rb.velocity.z);

private void Jump()
{
if(onGround)
{
rb.AddForce(new Vector3(0, 1, 0) * jumpForce);
onGround = false;
}

}

private void OnCollisionEnter(Collision other)
{
if(other.gameObject.tag == “Ground”)
{
onGround = true;
}
}

private void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == “Respawn”)
{
transform.position = spawnpoint;
}
}
}

Please use code tags, it makes posted code much more readable:
https://forum.unity.com/threads/using-code-tags-properly.134625/

Physics is updated on a fixed timestep in FixedUpdate. This is not coupled with the Update loop, and using Time.deltaTime (from the Update loop) in physics code will result in choppy behavior. Change your Update loop to FixedUpdate and use Time.fixedDeltaTime.