3D pointing is an integral part of Virtual Reality interaction. Typical pointing devices rely on 3D trackers and are thus subject to fluctuations in the reported pose, i.e., jitter. In this work, we explored how different levels of rotational jitter affect pointing performance and if different selection methods can mitigate the effects of jitter. Towards this, we designed a Fitts' Law experiment with three selection methods. In the first method, subjects used a single controller to position and select the object. In the second method, subjects used the controller in their dominant hand to point at objects and the trigger button of a second controller, held in their non-dominant hand, to select objects. Finally, subjects used the controller in their dominant hand to point the objects and pressed the space bar on a keyboard to select the object in the third condition. During the pointing task we added five different levels of jitter: no jitter, ±0.5°, ±1°, and ±2° uniform noise, as well as White Gaussian noise with 1° standard deviation. Results showed that the Gaussian noise and ±2° of jitters significantly reduced the throughput of the participants. Moreover, subjects made fewer errors when they performed the experiment with two controllers. Our results inform the design of 3D user interfaces, input devices and interaction techniques.