How many drawable objects (of moderate sizes) can I draw every frame without it slowing down? Is there a pre-made stress tester or benchmarker that tests something similar to this? Already answered my question. Holy crap.
Don't look at the SDL vs SFML benchmark, really. It doesn't give much information, especially concerning the versions to come (SFML and SDL 2.0).
If that number is lower than I'd like, and I choose to only update the components I need to update (which would be a little more complicated as far as threading goes, but it's manageable), would it be significantly faster?
If you're talking about update, I don't know, it totally depends on your program. If you're talking about
drawing (i.e. not drawing what's not visible), then yes, of course it will significantly faster, since drawing is usually the bottleneck.
How fast and/or direct is per-pixel drawing?
As fast as it can if you do it right: work on your own local array of pixels, and use Texture::update when you want to refresh it. It's fast enough for most real-time applications (like playing a HD movie at 24 fps).
You can also draw points directly as graphics entities, which is fast too.
Are transforms slow? Are transforms applied *after* drawing, or does the draw() method have to take it into account (more or less is the RenderStates object used/applied internally after the call returns?)
I don't understand your question. How could the transform be applied
after the object has been drawn? And what does it have to do with the performances of transforms?
But anyway, transforms are as fast as they can be.
The questions should not be "
how fast is SFML at ***", there's always a way to get good performances with it. The question is "
how easy will it let me do what I want".