openGL in parallels v16 windows 10 - ignores vSync

No matter which setSwapInterval() I set (with setContinuousRepainting (true)) the render-Callback happens much more often than it should without any vertical synchronisation.
(MacBook Pro with Intel Graphics)

Does anybody has similar issues, it is maybe a JUCE issue?

Can the existence of a vertical sync seen as default on all platforms? In other words, when using OpenGL can i be sure that render callback is happen synchronously?

I have similar issues on Window. Did you ever find a solution?

No, but the problem only happened in parallels, so I ignored it.