I believe that delta time is the way to go on this.
room_speed is the target frames per second that the game will run at, if it can. If the hardware can't keep up with what you programmed, it will fall short. I like to use it for calculating times for alarms and such, rather than using magic numbers; eg, time = room_speed * seconds
fps is the actual fps, but capped at room_speed; that is if the engine is running faster than room_speed, fps will return room_speed.
fps_real is more for benchmarking, to see how your game is performing. You can use it for diagnostics, debugging, and optimization. It only updates once per frame, though.
delta_time tells you the exact time in microseconds between the last frame and the current frame. This can be used to adjust speeds and achieve smoother motion.