someone in chat linked this the other day
it's really mindblowing:
the short version is that instead of polygons it uses point clouds and the speed is only affected by the amount of pixels on screen, as no point is read or processed unless it will be shown on screen as a pixel:
[quote:3kz5h6bu]Fig 1.4 shows some strange creatures with very complicated modeling, there are no straight or flat edges to be seen on them. Considering their high level models it is fair to say we could probably display about 4 of them on screen at once if you used today?s polygon system.(See Fig 1.5).....
Here are thousands of them being displayed on an ordinary laptop, using only one core, No special 3D graphics hardware is being used, and it all runs in real-time.
This is similar to id softwares id tech 5 engine, only the id engine is able to display textures of insane sizes with no affect on performance, unless the number of pixels on screen(resolution) changes :
using a more advanced MegaTexture approach called Virtual Texturing, which supports textures with resolutions up to 128000x128000 pixels
both are amazing as hell. imagine them combined. nvidia said it's not impressed, which translates to, OH NO!!!