No, 60 fps is usually limited by OS, or other graphics driver setting such as v-sync. Applications do have some level of control to them, but that again depends on driver settings. Heavy stress in gpu would show different numbers, in 1 direction or the other.
If you want to try maximizing physics time and others, you might be able to do the timing yourself. Lets assume it will stay at 60 fps, then time you have per frame is 1000ms/60 =~ 16. I also assume that the frame wait is done when screen SwapBuffers is done. So you could be comparing the time left to next frame, do game stuff and then swap. I know it's very delicate thing to do though, just 1 logic error can make it look a little laggy.