I think there isn't much to say about delta timing, because it's pretty simple. Of course, you can modify the concept however you like.
It's the burden of us PC games programmers, we have to deal with individual machines. If we would develop for consoles, there wouldn't be a need for delta etc. making things simpler.
I think there are two things you should consider: make sure to use the calculated Delta-T for the current frame, not for the next frame.
If your game is using vsync and the speed on a machine is near 60, 30 or 20 Hz then you're in trouble because Delta-T will continously jump eg. between 30 and 60 Hz, resulting in jittery delta-T correction. In this case it may be clever to reduce the rate to the next dividable rate, eg. to 30 Hz for some time, until the rate would be fast enough for stabile 60 Hz again.
It's the burden of us PC games programmers, we have to deal with individual machines. If we would develop for consoles, there wouldn't be a need for delta etc. making things simpler.
I think there are two things you should consider: make sure to use the calculated Delta-T for the current frame, not for the next frame.
If your game is using vsync and the speed on a machine is near 60, 30 or 20 Hz then you're in trouble because Delta-T will continously jump eg. between 30 and 60 Hz, resulting in jittery delta-T correction. In this case it may be clever to reduce the rate to the next dividable rate, eg. to 30 Hz for some time, until the rate would be fast enough for stabile 60 Hz again.