Quote Originally Posted by The_Server201 View Post
Yes I know that but the size of a texture is limited and so I can't fit all data in one.
You are not limited to one atlas texture, so if texture size is a limiting factor, split textures into multiple atlases and draw using the different atlases.

Quote Originally Posted by The_Server201 View Post
Does texture array woul have better performance ?
No, they're just another way of storing textures that allow you to have multiple layers you can directly address within the shader. So if a tile is going to use "texture data" from layer 8 from the array, then you can directly sample from that slice in the shader but you only need one descriptor and binding point for the array texture.