I wonder if physics calculations play into this.
I wonder if physics calculations play into this.
The problem is that point clouds can't be easily animated, and forget about applying physics to them, which makes them fairly useless for realtime gaming.
It would be interesting to see if anyone can create a hybrid of point-cloud scene + polygon animation... should be enough for most shooters. (Outcast apparently had something like that, but that was pre-"nice graphics")
Although I'm pretty sure point sprites and voxels are two different things.
The reason why we use polys is for eliminating the math of all those points to make physics, shadows, texturing possible. I can see voxels/point clouds will be something in the future and voxels will probably be it, but this is silly to present static low quality work to show off a new technology for graphics.
I wonder if it is not a joking jab at tessellation and voxel directions as DX11 and OpenGL 4 now have tessellation and voxel discussion by Carmack. It will happen but these things are slow moving.