FPS means "frames per second", which is merely a rate, not "number of frames counted during a 1-second sampling interval."
I think this causes quite a bit of confusion. I don't think I've ever seen a real time frame counter that simply displayed the number of frames that occurred during the last whole (none rolling) second long interval (be it DF or anywhere else), but that's probably what a lot of people would be expecting. Moving beyond frame rate for a moment ...
I've been thinking about ways you could try and express other important information in a digestible form to get across information that would otherwise require looking at the complete sequence of frame times and frame count.
I was wondering if you could develop a system of comparing frame time variance in subsequent frames in such a manner that variance always decreased a single, easy to scan value for consistency. You could then calculate it either for an entire clip or as a rolling mean to to show if a video recording was in the middle of a rough patch. You could then compare different sections of the game or even different games to see how they holp up in terms of consistency.
I think it could also be interesting to look for patterns in inconsistency, to try and indicate how noticeable inconsistency might be; useful perhaps for people with different levels of tolerance for regular hiccups as opposed to unpredictable changes.