This mode inverts the usual question. Instead of choosing how many pieces you want, you choose how big each piece is, and the count falls out of the source.
That is how tiled systems actually work. Web map libraries expect 256 by 256 tiles. Game engines want power-of-two textures: 256, 512, 1024. Print mosaics work from a physical tile size that maps back to a pixel size at your chosen resolution. In all of those, the tile size is fixed by something outside your image and the count is whatever the image happens to produce.
A 4096 × 4096 source at 512 by 512 gives 64 tiles in an 8 by 8 arrangement. A 5000 × 3000 source at the same tile size gives 10 columns of 512 with a 9th column 392 pixels wide, and 6 rows with the last one 464 pixels tall. Edge tiles are not padded out to full size by default. They come out at their real dimensions, which is what you want for printing and mosaics and not what a texture atlas wants.
Tile names carry the row and column, so a script or a map library can address them by grid position without opening any of them.
The work happens on a canvas in this page, one tile at a time, so a very large source does not have to sit on a single oversized canvas.