I thought I’d comment on this since I found a slightly better number to use.
In the math expression, change the 4 to 4.72 and you’ll get a smoother circle. I have a camera on my spline and it is very shaky at 4, but is much smoother at 4.72
UPDATE: So what I found was that even with the new number (4.72) my camera, although smoother, was still a bit wonky. For context I have a spherical planet in the center of my scene (0,0,0) and a camera on the spline orbiting it. So instead of having the camera rotate perpendicular to the vector of the spline, I just told the camera to look at world zero. This is simply done with a “Find Look at Rotation” node with your camera as the start and an object located at world zero as your target.
The one thing that needs to happen is that you need to set your location on spline before setting the rotation or else your camera will shake because it’s updating the location at the same time it’s updating the rotation.