I once had to do a wall which was 1300x300cm and it was not easy, I’m not surprised you run out of memory.
KS renders to a window and after it finished it saves the render to disk. This comes with the behaviour that it needs a HUGE amount of memory for a render since it also needs to be displayed in full quality. And if you render all kinds of layers, it gets worse.
I ended up doing it in V-Ray because it has the option to skip the display but write the render directly to drive while it’s rendering. That’s not an option I often use because you don’t see the result, but it skips the need for reserving a lot of memory just to display the result.
My render was more a big kind of illustration and not a photorealistic one so in the end the renderer didn’t make much of a difference.
Saw that project was 4,5 years ago and currently I know a lot more about KS. What I would try to solve your issue is to split the scene in for example 5 parts and do region renders. Doesn’t need to be exact on the pixel since you can align the things afterwards in Photoshop. But it will save a lot of memory if you only render 1/5th of the width.
Another thing I remember I ran into was the limitation of a lot of file formats which can ‘only’ handle pixel sizes of 65535px max. That’s why I ended up in using 64000px wide. Was still plenty to get I think 200dpi which was more than enough for the purpose.
I also think I cheated a bit by rendering a slightly smaller size and using Topaz GigaPixel to upscale the image. It most of the time does a perfect job and back than I had a way slower GPU.
Hope this gives you some ideas. If you want you may also send the scene and I can try to give it a go as GPU render. Busy with more 2D today so some render in the background will keep the room a bit warm 