Every pixel marches the fractal. A fullscreen quad raymarches a Mandelbox —
up to 256 steps per ray plus normal, AO and soft-shadow marches — so frame cost scales
with pixel count: render a quarter of the pixels and let FSR3 reconstruct the rest. No
meshes: the raymarcher writes its own hardware depth and camera-reprojection motion
vectors, and builds its rays from the jittered projection. Try the motion-vector and
disocclusion debug views.