To quote Aloys from the Age Builder forums (because this is a really important point)
Aloys wrote:Let's do some math

1 pixel = 3 bytes (R+G+B channels encoded on 1 byte each). So one average 512*512 pix texture = 512*512= 262144 pixels * 3 bytes = 786 kilobytes.
Uru asks for a 3d card with 16 meg minimum. 16meg can store roughly 20 512*512 textures. But that is if we don't count avatar textures and GUIs (Ki + menus). When the total size of textures the card has to store goes above its capacity the framerate starts to drop (ie. the game becomes 'choppy') That said, Uru uses Direct X compression for textures (much like JPG) so they take up less space; and that helps a bit. But it's always a good idea to keep in mind the size of textures in an Age. Making and assigning texture is always a delicate balance between performance and visual quality. (much like polygons)
Using a 4096*4096 map brings us near a hundred megs (compression notwithstanding). 'Lower-end' computers will choke on that one.
Now, also keep in mind that Uru supports textures with an Alpha channel, so that would be 4 bytes per pixel.
Ideally, you should
never use a texture over 1024 pixels square; and you can usually achieve the same effect using a smaller texture that tiles properly.
As for vertices, the PyPRP plugin current throws an error when it reaches a certain number of vertices on an object. Plasma has an internal limit of 32000 vertices per buffer; but there doesn't appear to be a limit on the number of buffers.