Are you running this on the emulator? The emulator is not an indicator for real-world performance of your application, ever. Test on a real device.
That being said: on common Android devices you can fill the screen about 1.6-2 times. This number is of course just a ballpark number, and influenced by factors such as wether blending is enabled (worse if enabled), filtering (near, linear, the better the more processing power is necessary), your texture's color depth (16-bit RGB, 32-bit RGBA, the higher the more bandwidth is needed).
While not part of your problem, you should also avoid switching textures as much as possible. This for example would be an anti-pattern:
batch.begin();
batch.draw(tex1, 0, 0);
batch.draw(tex2, 10, 30);
batch.draw(tex1, 40, 20);
....
batch.end();
This can be solved by grouping drawing of the same texture or using a texture atlas.