No worries. Pleased it helps you.
Note that using the render texture will not help with performance - it will, in fact, be slower (still not noticable, of course) - but it does allow the entire render texture to be drawn with a shader, for example. In fact, if you had a static background but wanted to construct it from parts, you could create the image and store it in a standard texture (since it's only done once) and then use that to draw the background (with a sprite/quad). This boils down to having a single texture drawn to the window each cycle (whether you use the render texture or not) so if your background texture is a single image loaded from a file, use it directly if it doesn't need any processing.
Basically, draw everything that you can see every time.
To draw in a similar way to 'retro' hardware, you may want to create or use some form of intermediate stage. That is, some object (for example) that can take your input in the way the retro-style input would be and convert it into the display you expect. Note that that intermediate object would still need drawing every cycle but may be able to be updated when needed.
For example, if the retro display you wanted to use was text-based (or grid based), you could consider something like Selba Ward (https://en.sfml-dev.org/forums/index.php?topic=19496.0)'s Console Screen:
(http://i.imgur.com/Oe75aRo.png)
https://www.youtube.com/watch?v=Yjs-oRhn2fE
There may be other libraries for more fluid screen otherwise you might just have to make what you need for yourself!