Well, I'm only nitpicking on you This stuff is way beyond me.
I only picked on two things: that the colors of the world is mostly only depend on the surface topology, and that it's easier to make art with this voxel magic.
The two parts of my reply were separate. Only the first part was directed at you
That's not true. In the video above, John Carmack is completely honest about the abilities of his technology. He could call it "unlimited detail" if he wanted to, but he doesn't. That's because he's a person with enough integrity to tell the truth.
The fact that you so easily give a pass to lies because they're made in order to market a product says a lot about you. You might have a future in business, your ethics are slimy enough for it.
John Carmack also isn't marketing his product in most of his demos. He's explaining it. There's a stark difference. I have heard other people from Zenimax marketing it and it sounds pretty much the same. Similar things have also been said about CryEngine and Unreal engine in different aspects of the engine; IE: "X is 10000 times better at Y than everything else."
@way2lazy2care: Marketing has it's limits too. I haven't heard many marketing people claiming "100000 times better graphics" and feeling sorry for poor ATI/AMD and nVidia for pouring millions upon millions of dollars on the ugly triangles...
I've heard similar things from almost every major publisher and manufacturer.
Also, mathematics put a limit at the compression ratio when you do lossless compression (see information entropy). Replicating the same elephant and tree 1000 times does not increase the entropy much. If you want to replicate a real (not procedurally generated and with instancing all over the place) square kilometer island at milimeter detail, however, you are hopelessly screwed no matter your compresion techlonogy.
[/quote]
That's a valid thing to be curious about, but we haven't seen how their data is compressed for the scenes we've seen or what could be done if an artist were allowed to just go crazy with it. If I had to model an area that size down to the pebble I'd probably reuse a ton of stuff too just to save time. This is something we'll have to wait and see more on whether they are reusing the same data or using copies of the data existing in different places.