My application is running through a while loop that looks something like this:
while(true)
{
calculateAndDisplayFPS();
MainDraw();
}
Within MainDraw, I call RenderWindow.Display(). I heard that when I enable visual sync, the Display() should sleep until SFML can draw again. My FPS is calculated with an external-to-sfml timer and drawn with SFML. However, my FPS does not lock to around-60 like I would expect it to, but often is way higher. Am I missing something?