I’ve had a little success in the past using distance field textures for some things, which is pretty close to vector based stuff (you don’t need any special tech for basic stuff, as long as you can afford some uncompressed or grayscale textures for the distance fields). It was based on Valve’s paper. Most of the time I was trying to reduce the texture memory and found that for most things it ended up using the same or more due to the uncompressed requirement, but was still worth it in one-off cases where you got a better result. The engine already uses it for dominant shadow maps pretty well.