Alright so I’ve had a cinemachine switching system for a while in my game that has worked perfectly. Recently I got a new computer and it can run games at a much higher FPS.
I’m noticing this little “stutter”, but not really a stutter just like quick movement of the camera when I run the game at uncapped FPS. It’s like it’s lagging behind for half a second.
Here is a video and my settings. It is SO subtle, but can be noticeable in certain situations.
I’ve never used Cinemachine but it’s normal for there to be a noticeable difference with movement that involves acceleration and deceleration under different frame rates. It’s why I wouldn’t recommend using Unity’s character controller in a competitive game if wanting it to have inertia. Users with different frame rates will have a slightly different experience and even an advantage because their characters will be able to jump slightly further. Thankfully we have the physics engine, FixedUpdate and rigidbodies to get around that issue.
Yes, you should not disable vsync. Leave it enabled at all times. It’s a quality feature, that also prevents tearing and excess power/battery usage (heat, fan noise) and of course unsteady (constantly fluctuating) framerates - all those excess frames just get rendered for nothing.