It looks like instancing would require the use of direct OpenGL so a "compromise" would be to use vertex arrays via SFML. That way you can draw everything with one draw call and still stick to using SFML stuff.
sf::VertexArray would be a much better way compared to rendering a sprite for every item.
From what I can find instanced rendering depends on glDrawElementsInstanced and GL_DRAW_INDIRECT_BUFFER, so it would require OpenGL 4.0+, which would be a problem for older computers.
SFML works very nicely with inserting custom OpenGL code, thankfully!
Instanced rendering isn't too much worse than a normal draw call.
I haven't seen the internals of how VertexArray is rendered/how much faster it is than other primitives in SFML.Just looked at it. Will be MUCH faster than rendering a separate primitive for each.
OP could do that by putting each particle on the same texture and just setting the texcoords for each array accordingly.
sf::RenderWindow window(sf::VideoMode(800, 800), "SFML works!");
window.setVerticalSyncEnabled(false);
sf::VertexArray Vertices = sf::VertexArray(sf::Quads, 16);
sf::Texture Bullets;
if (!Bullets.loadFromFile("bulletSprites.png")) {
return EXIT_FAILURE;
}
sf::IntRect Particle1{ 173, 112, 11, 11 };
sf::IntRect Particle2{ 188, 112, 11, 11 };
sf::IntRect Particle3{ 203, 112, 11, 11 };
Vertices[0].position = { 50, 50 }; Vertices[0].texCoords = { 173, 112 };
Vertices[1].position = { 70, 50 }; Vertices[1].texCoords = { 173 + 11, 112 };
Vertices[2].position = { 70, 70 }; Vertices[2].texCoords = { 173 + 11, 112 + 11 };
Vertices[3].position = { 50, 70 }; Vertices[3].texCoords = { 173, 112 + 11 };
Vertices[4].position = { 150, 150 }; Vertices[4].texCoords = { 188, 112 };
Vertices[5].position = { 170, 150 }; Vertices[5].texCoords = { 188 + 11, 112 };
Vertices[6].position = { 170, 170 }; Vertices[6].texCoords = { 188 + 11, 112 + 11 };
Vertices[7].position = { 150, 170 }; Vertices[7].texCoords = { 188, 112 + 11 };
Vertices[8].position = { 75, 250 }; Vertices[8].texCoords = { 203, 112 };
Vertices[9].position = { 100, 250 }; Vertices[9].texCoords = { 203 + 11, 112 };
Vertices[10].position = { 100, 275 }; Vertices[10].texCoords = { 203 + 11, 112 + 11 };
Vertices[11].position = { 75, 275 }; Vertices[11].texCoords = { 203, 112 + 11 };
Vertices[12].position = { 150, 350 }; Vertices[12].texCoords = { 173, 112 };
Vertices[13].position = { 170, 350 }; Vertices[13].texCoords = { 173 + 11, 112 };
Vertices[14].position = { 170, 370 }; Vertices[14].texCoords = { 173 + 11, 112 + 11 };
Vertices[15].position = { 150, 370 }; Vertices[15].texCoords = { 173, 112 + 11 };
sf::RenderStates State;
State.texture = &Bullets;
...
window.clear(sf::Color::Black);
window.draw(Vertices, State);
window.display();
Result: