Because JOGL library has no option to turn off vsync, or perhaps I don’t know how Vorax… Thanks for testing the “hyperspeed” 
So is the Java2D input is right, and LWJGL input is not right or both input is not right EgonOlsen? (both refer Y to Z and Z to Y)
If both not right, so this one not my fault 
If LWJGL not work, perhaps this is my fault OR LWJGL team fault ;D
weston, what do you mean by jittery?
It’s perfect here… Anyone experience the same thing (tile movement is jittery??)
Yup, my game engine offer 3 graphics environments right now, at first ppl could only use the standard Java2D, and when finished, if they think they need more performance, switching to OpenGL using LWJGL or JOGL is really easy, no need to change anything, basically the LWJGL and JOGL only add several megs, for testing better stick with Java2D, for deployment, of course I recommend to switch the graphics to LWJGL or JOGL
Adding several megs to the game for much faster performance is affordable 
I was up a bit too late when I posted that last night and I was thinking that since I had chosen to use vsync that you would have run the game at a framerate higher then the refresh rate you set it to (basically I assumed that the refresh rate was at 50, even though I’m not sure thats possible on my computer). So I guess it would have been a bit slow being vsynced at running at only 50fps. I noticed that the effect was much worse on jogl/java2d last night and with the framerate up the problem is pretty much gone completely with lwjgl but is still visible on java2d/jogl (both were run with hyperspeed on). It looks like all the tiles are scrolling forward and then they jump back a little bit and then continue moving forward. The overall effect is that they are jerking back and forth while I’m walking around and the screen is scrolling.