I was playing around with mesh-gen for 4k back in 2010 and you'd eat up most of your budget before even rendering, this is why SDF based raymarching reigns supreme for 4k intros (and are quite popular for larger categories as well).
And I'd be kinda surprised if you couldn't do something interesting with RT cores even in size-limited formats (possibly more in 64k than 4k though), even if maybe not quite the way nvidia intended.
You can sensibly use RT APIs together with raymarching. There is a notion of custom geometry that's specified using bounding boxes. When ray hits one, it's your responsibility to compute an exact intersection manually in the shader. This can definitely help with complex scenes with a lot of very different sdf objects that don't intersect much.
But yeah, in that case you'd still have to pay the Vulkan price first. I might experiment with what can be the size-chepest way to get vk rendering.