Keep in mind that a 4096 is the same as 4 2048s, and each 2048 is the same as 4 1024s. So a 4096 is essentially 16 1024s, or 64 512s. So depending on how big the objects are, and the kind of detail necessary, you can cram quite a lot into a 4096. Though I think with current GPUs, using 4 2048 atlases might yet be more…