Check out the newer version of requestAnimationFrame that sends in an elapsed time that is accurate to the sub-millisecond
http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision
But that may not be the cause of your choppiness.
Using requestAnimationFrame (aka RAF) with a delta-time causes the object being animated to appear in an accurate location.
If you're animating the sun across the sky, then RAF+deltaTime will insure that whenever the sun is drawn, it will be drawn at the correct spot in the sky. It will insure accuracy at the cost of choppy sun movement.
RAF+deltaTime sacrifices smooth animation for positioning accuracy.
You don't give a code example, but the solution is to make sure your code is efficient enough to fully draw within the RAF timespan.
Alternatively, you can make the amount of movement smaller so a skipped frame will not be very noticeable to the user.