I'm experiencing a problem that may be related to this. I'm using a clock in the game loop to monitor the time taken by logics updates and by draws, so if updates take too long, the display is skipped, if everything is done quickly I make it sleep the rest of the frame duration, and things like that, so every frame has exactly the same duration. But the clock introduces errors, specially if updates or draws are fast, and I need precision because of netplay synchronization.
When I drag/resize the window it desynchronizes a little bit more (game goes a little bit faster than expected), I'm not sure how the integer timer is affecting it or not, maybe I have something wrong anyway.