540fps is neither slow in an absolute nor relative sense, that's 1.85ms per frame!
There's no display that can even show you that many frames per second.
Don't forget that FPS is non-linear. So the framerate will drop a faster rate than the frametime.
Using texture.update is the fastest way SFML can update pixel data. I don't know if OpenGL offers any other methods, but again, at 540fps you're not having any performance issue and shouldn't try to find faster ways.
The results you get aren't even representative and can be influenced by any kind of background work.
If you want fast pixel manipulation, then that's what fragment shaders were created for. Your math and manipulation is directly executed on the GPU in a vectorized manner.