The one aphex linked to is old it was the second video posted, the one I linked to is the 3rd video and has some extra bits ( like the real time section)
Even if this is BS it's still fun to watch the development.
Bruce Dells voice is damn annoying though
Yeah that one was posted several months ago too, and shows no progress either. No animations basically. The thing being real time is of no consequence, because it's not their rendering method which is questioned. There's literally hundreds of voxel rendering engines out there (many made by students*) and all of them do the exact same thing, render one voxel/point per pixel. The rendering algorithm is actually far simpler than rasterization from what I've read*. The problem is always on how to move data around. It's the exact same problem that ray-tracing or ray-casting rendering has.
Until they release a demo so that everyone can use it, test it and scrutinize it, this is all pure BS. They could have 1 TB of data on that laptop for all we know, and use flags so as to know what needs to be renderend/loaded to memory and what not depending on where they are (rendering based on cells), which is something nearly all 3D engines used to do in the past, but it's imposible to do today because of the sheer ammount of work it would require to put flags on the many ammount of detail that games have today.
* Apparently nearly every single student learning how to program game engines starts a ray-casting project, believing it's the best thing ever. Of course they all end up realizing that no matter how efficient the method is for putting pixels on screen (theoretical pixels, as in only weighting in the input and output of the algorithm), the problem is not there, but on how to create and store that data and how to move that data from HDD to main memory to cache.
i.e You can make a wall with 2 polys and 1 texture, but you would need several thousands if not millions of voxels/points to represent the same wall. An sphere is all the same, you can represent/fake an sphere/circle with a very limited amount of polys/lines and shading, but you would require and infinite amount of points for doint it without leaving holes.
Assuming you're referring to my post, I'm talking about the movement through the virtual world has been sped up. The world itself was indeed not animated.
Ah, since you mentioned guns, I thought you were watching a different video. I later realized it's the scenes from Bulletstorm that have guns on it.