it depends on what you do on the world map, and what target devices you have.
For full computers, the usual maximum size for regular maps done by parallax mapping is 100x100.
Larger maps might be possible on high-end computers, but will not work on low-spec computers.
However there is a reason why I specified "regular" maps - that means maps with the usual amount of moving events, decorations and so on.
A world map usually has only transfer events and nothing else - that will increase the maximum size until it lags.
And here is another info:
The pictures you save in PNG format are compressed to reduce filesize. However, a picture in memory cannot be compressed if it is to be used.
Save your parallax as BMP, that file format has no compression. THAT is the memory size in RAM you'll need in addition to everything else for the game to work.
@bgillisp already calculated that size - 452 MB is the size needed for it in memory (he is wrong in thinking it would need more for the picture). What it does need more is the rest of the engine, which is also a lot of RAM.
A 16 GB computer should be able to handle this unless there area lot of background programs working - but nothing less will be unless you have a really clean windows system.
Again the difference is what the events on that map do - I would never consider anything other than a world map of this size simply because handling several hundred NPC-Events on the map in addition to that (and you would need several hundreds if that map was a town or so) would push the RAM- and CPU-use much beyond that limit.
Mobile devices are flat out - but that is exactly the reason why the mapsize was limited to 256, Ace was able to handle 500x500 tiled maps (although those did get to the limits of the older computers as well)