@Laurent sorry for the above post being cluttered together (=,
The first point i was trying to make with the original post was, i think there should be a function in SFML to get the refresh rate of a monitor, the need for getting the refresh rate of the monitor is pretty fundamental to most game loops that rely on fame limiting, that being said i think it should be part of SFML because SFML manages the applications window thus already having to receive information about the monitor, so implementing should not be to difficult.
But to further the point not getting the refresh rate of a monitor directly effects any and all applications using SFML, since your max frame rate should never be higher than double the monitor refresh rate, that being said you could simple just say in the programming the refresh rate is always 60Hz but this will not work because most newer monitors now are running at 120Hz - 144Hz,
Now how exactly does all applications using SFML, this effects not only how smooth the application / game looks, but also effects performance because if your frame limit is higher than double the refresh rate you are not seeing any difference than if it was just double the refresh rate, thus you are wasting cycles, reducing performance, and hindering hardware.
Now you could also say just set the Frame rate double that of 144Hz or in other words 288 fps the highest most monitors refresh rates are but even with this approach there are problems, since running 288 fps on a monitor that only runs 60Hz is wasting cycles and performance.
i hope this is less cluttered, thanks in advanced for looking and replaying to this (=