Carmack is also interested in voxel technology and sparse voxel octree's. He's mentioned about possibly storing geometry data as a 3D volume array of points or something and rendering "into that" whatever that means. Something about apparently extending the benefits of MegaTexture and 100% uniqueness to geometry as well as…
Sounds like an advanced Voxel, basically. I'm sceptical though, partly because of the whole "unlimited" angle. Sorry but no, there is no way it's unlimited. You would not be able to have unlimited enemies or an unlimited array of objects in a level, because regardless of how they are rendered, it takes juice to transform…