Yes I use one sf::Clock that gets reset at the end of each frame (game loop), before which i record the time it took to finish that frame. I use that time in the next frame to calculate changes. I do use separate timers for somethings though, things such as updating the path finding for ai really only needs to be done every so often.
I'm not going to bother with fixed time steps, especially when it seems like sfml already has that built in with setFrameRateLimit or maybe I miss read how that bit works.
Either way there is no reason to limit the usage of cpu/gpu on a desktop GAME as a whole, if a game wants to eat up gig's of ram, let it. If it wants to swamp an 8ghz cpu, let it. Aslong as the game runs as intended, there's no reason to purposely bottleneck your game.
Before I get pounded for that, realize I said DESKTOP GAME, not app, not phone app. I totally understand if it's a phone/tablet/pda app, cause you dont want to drain the battery just playing your game for 5 minutes.