When I compile and run SFML games and examples on my machine, they loop too fast for the window to render them. This can be solved by limiting the framerate to 1000, but by default it's broken.
I know this doesn't happen on my laptop, so perhaps it's an NVIDIA-only problem? In any case, the examples do not work properly on my box, and neither does any of my code, until I force a framerate limit or vsync it.
I consider this a bug with SFML, since it only occurs on some systems and the examples are affected by it.
The simplest way to solve this is to default the frame limiter to 1000 but that doesn't seem like the most ideal solution. Ideally, SFML would wait until the window thread is done drawing before continuing on to the next loop, allowing an FPS as high as the system can allow, but no higher.