Some fields needs to be able to output really high resolution renders out of EEVEE.
For now, we just try to allocate the asked buffer size and live with the consequence.
Most GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.
To workaround this issue, we need to implement a multipass rendering.
The issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.
We can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each