All personal opinion, take with a grain of salt:
I think the need to use delta-time just isn't very well suited for pixel art games unfortunately. Constantly fluctuating framerates and delta-time to compensate is a bad fit for smooth movement on limited pixel grids. The reason you don't see herky-jerky sprite and background movements in 2D console and arcade games is probably due in part to approximately zero of them using delta-time. They don't need to: The hardware they're running on stays the same and has a fixed, non-fluctuating framerate. In cases where too much stuff is going on for the cpu and/or gpu to handle, the entire thing just slows down.
The other thing that makes them run so smooth, and I'm just guessing here, is because they make sure to move all graphics by increments that line up nicely with the screen update rate. So they might move things by 1.0, 0.5, 1.5 etc pixel increments but *never* something like 0.15, 1.7, or 0.4.
Imagine an object moving at an even 0.4 pixels per update. If it gets drawn at integers only It'll take 3 updates before it'll appear to have moved 1 pixel, while it's actually moved 1.2 pixels. Another 3 updates it'll appear to have moved 2 pixels while actual moved distance is 2.4. But for the 3rd pixel distance travelled the game will only need 2 more updates to get to 3.2. So the visible movement update rate will be 3-3-2, 3-3-2, instead of 3-3-3 which is required for it to look completely smooth. Of course this gets even worse when you factor in fluctuating fps and delta-time.
[quote:2lihpbgl]I think what people want is for the positions of sprites on screen to be moved consistently along pixels without it jittering back and forth, like in Mario, Megaman, and any other pixel-based game.
Every tick: Set Player_Sprite.X/Y to round(Player_Sprite.X/Y)
Set Camera.X/Y to round(Player_Sprite.X/Y)
This works for me.