So I am using Unity to build a 2D game and one thing that I needed is to be able to render a lot (talking about 10s of thousands) of sprite to the screen so I have a custom solution that basically is a single game object with a script that uses
Graphics.DrawMesh() with pretty good results right now. Now I know another way to reduce draw calls is to have a few materials as possible (as I believe a single mesh can only use 1 material) so I was think about using a 8192 x 8192 texture as basically my main (maybe only texture) as with 64 x 64 sprites, I can fit a bit over 16000 sprites which should be more than enough for all the sprites in the game world).
My question is whether or not there is any major downside of using a texture of this size? I am sure there are decides and video cards that would not support this but I am curious as to what those are. Would current gen / next gen consoles support this? At what point would video card not support this? For the game I am working on mobile / VR is not a concern.
If this texture size would restrict support too much, what about 4096 x 4096?