Upon developing a big project, it just happened that when stitching all the thousands of animations spriteframes of a single character together, the sprite sheet turned around to 2K by 13K texture!!
(╯°□°)╯︵ ┻━┻
Some GPUs cannot display above 4K textures, and there's even some limitation in some engines that they will add blank spaces to fill the areas to make a power of two texture. To avoid these problems, I was currently designing a workflow to segment these textures to 4 or 6 different textures of no more than 4K resolutions, like 4096x4096 at max.
But then, is it worth at the end? ಠ__ಠ My targeted platform is desktop only so I am not so much worried about VRAM, the compression I am doing is for video memory, and it reduces the VRAM quite a bit without too much quality loss. Also all the work is currently being done by a packing algorithm, so it shuffles the sprites based on their bounding box, so not a lot of manual work here, it's all automated.
What you guys think?