Another thing to keep in mind is that any textures that are not a power of two (ie. 64, 128, 256, etc) will never be streamed or use mip maps for quality, so you lose out on this optimization, and if you’ve got a lot of draw calls with textures that never stream you can run into memory issues since these textures are staying at full resolution no matter their size on screen.
Also, some devices like, IOS require all textures to be power of two, so you can run into issues there as well.