Like eXpl0it3r said, big textures with many sprites are your best bet.
Just to be clear here, this is a large texture that contains many separate images where, realistically, you would use a single sf::Sprite per texture section shown. (it sounded like you meant multiple sf::Sprites
)
If you're curious to see the largest texture size your computer supports, try running this:
[some code]
I would actually suggest this:
std::cout << sf::Texture::getMaximumSize() << " x " << sf::Texture::getMaximumSize() << std::cout;
Documentation.
I
think it's the measurement of a single dimension (that makes much more sense) rather the total number of pixels allowed in the texture. The documentation should be more clear.
*cough, cough, nudge, nudge*
realistically if I keep my spritesheets 4096 or below, very few people would be unable to run it
Reliably, they should be kept to 1024x1024 although 2048x2048 is an almost acceptable enough minimum.