I've told you
in the other thread already, the user is probably running the game on a graphics processor for which there is no acceleration.
To tell for sure whether that is really the case, after you create your sf::Window or sf::RenderWindow, use window.getSettings() to get the settings of the created context and check the OpenGL version, like this:
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
sf::ContextSettings settings = window.getSettings();
std::cout << "Major: " << settings.majorVersion << " Minor: " << settings.minorVersion << std::endl;
In addition to that you can check the vendor and renderer strings that OpenGL returns:
#include <SFML/OpenGL.hpp>
std::string vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
std::string renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
std::cout << "Vendor: " << vendor << " Renderer: " << renderer << std::endl;
This was also what I said just a few days ago
here, and mentioned a few weeks ago
here.
Provide us with that information, and we'll tell you whether it is a problem with SFML, or your users' systems.