8k textures in 32 bit colour with mipmaps will take roughly 333MB of graphics memory each.
Using DXT1 you can get that down to 42MB, but your colour quality is now 16bit (which could look worse than having low res textures).
I've included a debug texture I made that can show you what resolution you are really using for a texture.
It's a dds texture with manual mipmaps.
Visible colour and it's resolution:
- red = 8192x8192
- green = 4096x4096
- blue = 2048x2048
- yellow = 1024x1024
- cyan = 512x512
- magenta = 256x256
- white = 128x128
- black = 64x64
- orange = 32x32
- pink = 16x16
(It's a 7KB 7zip file that expands to 42MB)
Add that texture to a model in any game engine (that supports 8192x8192. Ogre definitely does, no idea about others) and the colours you see indicate which mipmap level is used to render that pixel. If in standard camera placements you never see red (or only a little bit), that means 8192x8192 is a waste.