I was turned on by tessellation but really I see nothing great coming for either of the greats actors on the market, only minor cosmetic improvement.
Clearly this tech looks to achieve impressive results. I remember when Bruce xx (sorry I don't remember his name) opened a thread on this board a lot of skepticisms blend with some legitimate concerns, no enthusiasm at all. It's a bit like what the creator of atomontage engine states there are a lot of conservatism on the market.
Usually comments are like "ok it's kind of ok but it won't work for this, this this etc."
It's somehow related to the "next gen talk" OK manufacturers could offer an order of magnitude more power but they should wait it's not enough to make enough of a difference" When will it be enough?
20 times? 30 times, hundred?
I believe Sweeney is right Realtime 3D needs to use multiple techniques to provide the jump in quality even my mom would notice. I hope we will take the road of software rendering soon, GPU are getting more flexible, CPUs power grows too, developers have to rely on the most effective technique for the job.
It's unclear how this technique can be animated, but it could at least be used for some part of the scenery with outstanding results, same for voxels they have trade off and take lot of space let's only use them when ad where it's relevant. ALl those guys who works on alternatives to polygons have team that are team that can be count on the one hand (often one digit), if one institutional actors where to jump in one could expect a lot of improvements.
I don't bite into the economic argument about why new techniques don't catch up, even the developer of this solution have tools to import models from Zbrush and as it states it's not like LOD management, memory issue etc already consume a hell lot of time in any big project.
Graphic pipeline has to explode imho, when you have a hammer everything looks like a nails, in fact people spend a lot of time shaping problems into nails with more and more diminishing returns.