All he has is his trial and error tests on his specific system.
We're found that this behavior depends on video driver setting "Thread optimization". It is reproduced with default setting "Auto" and disappears with "disabled" setting.
It's reproduced on nVidia GTX460 videocard with the latest drivers and Intel i5 760 processor (4 core, 2,8 GHz) on Windows 7 x64.
I'm not sure if it will be reproduced on ATI videocard, but it seems like some issue related to the nVidia OpenGL 4.5 implementation.
There is need to test it with clean OpenGL code to make sure that it's not related to SFML.
And I need to clarify that 205 is not limit. All works fine even wih higher amount of vertices. But this magic 205 vertex count leads to trigger high CPU load and decrease frame rate for a little. When this magic number is reached, adding just one more vertex into array leads to jump CPU load from zero to 100% cpu core consumption. It's very strange I have no idea how 1 more vertex may consume so many cpu time.
Probably this magic count activates using some kind of spin lock loop insteand of wait handle inside vedeo driver...
I understand that this issue may be related to hardware and driver, but it at least solves high CPU load on my machine so I split vertex array and have low CPU load with any driver setting