While asking on gamedev about fixed time steps, I was told clocks should never be used as a game timer and to use QueryPerformanceCounter() instead. That solution however is Windows specific and I read somewhere that on multicore systems it could return different times since each cpu may not be synced. That being said, does sf::Clock use something like QueryPerformanceCounter or does it use something like std::Clock. Sorry I haven't checked the source code, I'm at work and this has been bugging me.