You can set the view to any size; this does not change the size of the window. The view size affects the co-ordinate system used when setting positions and sizes etc..
If, then, you want to display an image 1920x1080 to fit the screen, you may wish to set the view size to 1920x1080 so that all of your co-ordinates then act as if the window/display is 1920x1080 regardless of the fact that its actual resolution (the number of pixels displayed) might be lower (or higher). If your display has a resolution of 1366x760 and your view is set to 1920x1080, you should display then image as 1920x1080 to fill the display. However, if your resolution is 1366x760 but your view is set to 1366x760, you will need to draw the image scaled down to be 1366x760.
You can scale the image when your draw it. Some detail may be lost when scaling; for smoother results, you may wish to
turn on smoothing for the texture.
You can
scale a sprite using its scale method.
The scale is a ratio of its full size so, in the case of the view being 1366x760, you would divide the required size by the original size (member by member), maybe something like:
sprite.setScale(sf::Vector2f(view.getSize().x / window.getSize().x, view.getSize().y / window.getSize().y));
The scale in the above example would be: (1366 / 1920, 760 / 1080) = (0.714583..., 0.703703...)