Related to the GC (my last post) sorry but my analysis seems off.
After I created my MonoDiagLabel (MIT licensed) I see that the cause of stutter was not due to the GC (My test game doesn't trigger the GC)
however, manually calling the GC does stop the jitter. As GC takes time, I suspect there is some bug in how VSync is working, and so when each frame costs more (when I call GC.Collect()
every frame) it's forcing a smooth-out.
I suspect that "real" games don't see this bug because their frame time is already high enough to smooth out this VSync hickup. only toy prototypes like mine (aprox 300fps) are able to see the vsync bug.
As OpenGLes3 is dead (in godot) I'm not going to bother filing a bug. Will do so if I see this in the Vulkan renderer though.