you're posting false information.
If you don't call SetFrameLimit(0) you will get high CPU load even with SetVerticalSyncEnabled(true).
At least SFML.NET has this issue.
This topic is related to SFML.Net which has this issue 100%, so please stop posting false information.
If you haven't noticed, I've been the one maintaining CSFML/SFML.NET and I am familiar with the entire code base. So unless you have facts to backup your claims stop making them.
Fact #1: SFML.Net does not reimplement SFML in C#, instead it is just a wrapper API on top of the CSFML API which is a wrapper on top of SFML. No functionality is changed.
Fact #2: CSFML/SFML.Net do not make any hidden calls to native SFML objects that you do not call yourself. This means that all SFML objects when initialized are in the same state as when you directly use SFML. So if you have to call
SetFramerateLimit(...) in SFML.Net you would also have to do it directly in C++ to avoid this phantom 'bug' you describe.
var window
= new RenderWindow
(....);window
.SetVerticalSyncEnabled(true);// No other calls ... is absolutely the same functionality wise as:
sf::RenderWindow window(....);
window.setVerticalSyncEnabled(true);
// No other calls
So until you are ready to
prove how the functionality differs or do your own debugging as to why you think SFML.Net is responsible for something that is simply not the case, stop spreading your false information. I can talk all I want about how I landed on the moon during the Apollo missions (no I actually didn't), but until I actually show proof that I did that its just blatant lies. All you have done is make a claim without showing any proof whatsoever.