Texture output of an Engine COMP is not limited by hardware, and is instead capped at 16,384 pixels, in either dimension.
Texture output of an Engine COMP is only limited by hardware capabilities.
I am working on a project, and we are creating a massive tile sheet of images, and have got things very optimized however we need to load new images / recreate the massive tile sheet of images on the fly, with no hiccups in the main thread.
Our tile sheet resolution is 32,640 x 32,400. I know this is a wild resolution, but it only cooks once and then allows us to reference a static texture that otherwise just sits on the GPU. It works perfectly for our use case given that we will have ample space on the GPU to spare.
I am not using a buffer of texture coming out from the Engine COMP, seeing as the node only cooks on demand. Really hoping that we can utilize the Engine COMP for this purpose!