Frametime is measured in milliseconds, so that's correct. Also, which way are the rectangles rotating when given a positive angle? Clockwise or counterclockwise?
Clockwise, I mean, when I set the orientation positive it turns clockwisse. Otherwise when I set it negative, it turns counterclockwise.
The screen should flash red every second, when running 60 fps. If it's at lower rate, your code is running slower, so it may not be the case with sf::Timer - rather than that, something makes renderer to go too slow.
If @up is right and it's in fact in miliseconds, it's ok : 1/0.016 = 60.
I've done it again, and yes, screen flashes every second (more or less). But, with GetFrameTime() method I get the same thing.
To be sure I've simulated a body's movement with euler integration, I activated the vsync and simulated the body with 0.016 of delta-time and it goes well. It means that the game is running at 60 fps. But again, I get those strange values.
Edit: Okay, I've solved FPS issue. But still remains the orientation problem. Does SFML2 manage the orientation differently according to SFML1.6?