But that's just the nerd in me talking. The article is great!
The measured frame duration will have jitter up to 1 or even 2 milliseconds for various 'external reasons' even when your per-frame-work fits comfortably into the vsync-interval each single frame.
What you are measuring is basically the time distance between when the operating system decides to schedule your per-frame workload. But OS schedulers (usually) don't know about vsync, and they don't care about being one or two milliseconds late.
E.g. if the last frame was a 'long' frame, but the current frame will be 'short' because of scheduling jitter, you'll overshoot and introduce visible micro-stuttering.
The measurement jitter may be caused by other reasons too, e.g. on web browsers all time sources have reduced precision since Sprectre/Meltdown, but thankfully the 'precision jitter' goes both ways and averaging/filtering over enough frames gives you back the exact refresh interval down (e.g. 8.333 or 16.667 milliseconds).
On some 3D APIs you can also query the 'presentation timestamp', but so far I only found the timestamp provided by CAMetalLayer on macOS and iOS to be completely jitter-free.
I also found an EMA filter (Exponential Moving Average) more useful than a simple sliding window average (which I used before in sokol_app.h). An properly tuned EMA filter reacts quicker and 'less harshly' to frame duration changes (like moving the render window to a display with different refresh rate), it's also easier to implement since it doesn't require a ring buffer of previous frame durations.
TL;DR: frame timing for games is a surprisingly complex topic.
Also see the "classic" blog post about frame timing jitter:
https://medium.com/@alen.ladavac/the-elusive-frame-timing-16...