Actually voxels can be used in many ways. The new buzz is about using lots and lots of them to create full blown high detail 3D models and then stream the data in off very large hard drive. This technique wasn't possibly in the past due to a lack of computing power and storage. So voxels time may have yet to come.
so what's holding back real time tesselation and displacement? is it GPU power? I'm guessing it would be the same workflow, you build a high poly and a low poly in game mesh but instead of baking out a normal map you'd bake out a displacement map and the mesh gets subdivided at render (possibly the number of subdivisions…
what pior and eq said makes sense. all this new tech will improve things, just like it did before, but there will be no revolution here. Sculpting is pretty much perfect for creative modelling, how the data is stored (voxels or mesh) is secondary to the modelling process itself, or the tools "shaping" stuff. Imo the…