I downloaded Sleepy, I'm still trying to decipher what some of it means... if I find anything from it I'll post it here.
Adding
mWindow.setVerticalSyncEnabled(true);
before the main loop did solve the processor issue, but as you said in your linked page, that shouldn't really be a "solution", should it?
And, I partially understood that, but I thought having a function that called sf::sleep would make the fixed timestep become inaccurate, or defeat the purpose of it.
Sleeping is not very accurate, so you should not use it for exact timing purposes. The method sf::RenderWindow::setFramerateLimit() tries to achieve the specified frame rate by calling sf::sleep() internally. It is a nice function for testing purposes, but it also lacks precision.
I thought that using the Window.setFramerateLimit(unsigned int limit) function negated the fixed timestep, or something.
But if using both on top of each other makes it limit the frame rate while still providing a fixed update, then I will use that. Without making inaccuracies?
Right now I'm using the aforementioned function set at 60, and it's giving me a frame rate of 50-51 instead of the 700 in the previous picture (and the image does still move at the same rate, as far as I can tell, in case that wasn't clear).
Using Vsync gives it a 60-61 framerate, but both significantly limit the processing.
Thanks for the help. Could you confirm that using the tutorial's fixed timestep while also using the setFramerateLimit function does not decrease the accuracy of the logic?