Ya know... Carmack was correct.
Carmack said you can't do this on current generation hardware and that it will be years before we do. He also pointed out consoles, and it DEFINITELY won't run on current gen consoles.
http://www.youtube.com/watch?v=tkn6ubbp1SE
That's a very low resolution voxel model, ran through GPGPU, and animating it leads to only 36 fps. One model at ultra low resolution that isn't even that detailed. This was done on a GTX 460 1gb btw.
That said, notice that all the "unlimited detail" models are identical? Facing even the same direction all the way down the line? Yep... That's because they're using the same thing we've seen for years in that regard, sparse voxel octrees. Sure, they've added new techniques to the mix--but, it's still what we've already seen in that regard. Every tree is the same, and even faces the same direction.
They point out that they haven't touched the graphics card, and of course they haven't.... The GPU doesn't have support for this, and would be stuck in gpgpu mode (hence, software). The gpu barely pulled off an ultra-low resolution model walking with nothing else going on.
We probably won't see this actually put to use until we see idtech6 (probably even years past that without proper hardware support), the engine AFTER rage... which Carmack stated he found a method for unlimited polygons/geometry for (when he first introduced idtech5 he mentioned it and was surprised that thus far no one else has figured it out). In other words, without a complete market shift, then Carmack is 100% correct.




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