I was wondering why don't you use the dt and accumulator method here in this blog post:
http://gafferongames.com/game-physics/fix-your-timestep/
The idea is to completely decouple state update from rendering, and use velocity information from the game state in the renderer to interpolate positions forward in time to the correct (enough) position.
Variable framerate, fixed state update frequency, works fine with higher and lower framerates as long as the cpu can update the state at your specified dt rate. All you need to do is the position interpolation from 0 to 1 dt in the renderer based on the alpha value for temporal aliasing. I'm assuming this would also be the method you'd use to do variable framerate monitor updates without judder.