Originally Posted by Rocket Dog
It's a TECH DEMO
...Not a "look how pretty we can render a scene" demo
They made that for one reason and one reason alone, To showcase the unlited detail technology, Not to show off some lighting or shading technique.
And SVOs only store voxels at the surface, not inside the objects. This cuts down his estimated memory requirement drastically.
They could even be generateing things procedually, Remember that game in 96k?
There's more then enough tech demo's and white papers showing that animation, Skinning, Lighting and shading can all do done with point cloud rendering at an acceptable speed.
I'm curious about these whitepapers, can you provide a link to some? I'd like to see how they're accomplishing animation with so much data.
I understand that the voxels are only at the surface, however every pixel of a texture you would see is now a point, so you can imagine that there are still thousands of points where a triangle would have been previously.
And even if the points are procedurally generated they would then either take up memory from that point on, or they would need to be regenerated every frame, neither of those seem efficient enough to be reasonable solutions.
Finally, I get that this is a tech demo, but they're unwilling to even accept interviews, so until we see them demo other things like rotated objects, shadow casting, or animations then we just have to take their word for it.