maybe, maybe not. Depends on the pipeline or/if it was a hybrid renderer that could handle both points and polygons, or convert point geometry to cheap physics polygonal models, etc. We will see.
oh you can render a mix of voxels and polygon based objects, such a hybrid solution is used in atomontage, but the voxels are used for static objects and the polygons are used for animated stuff. One of their demos shows a polygon model influencing the static voxel model, which is pretty cool! here is the vid…
Even though it's a nice idea. I am not really fond of the blocky textures that are imposed on the models in sacrifice of supposed high detail. Sometimes the flatness of polygons is better sorry to say. Zbrush and a pretty dense polygonal model still can deliver great results.
I think the biggest hurdle for voxel technology isn't simply showing that it can outdo current polygon rendering techniques, but straight-up outpace it. Let's be real. Polygon rendering isn't going to stay static either. We've seen lots of hints that the next generation of consoles will be able to handle some pretty crazy…
Even if polygon meshes were instanced to be as big as their demonstration map, it would never run even if the polygons were instanced. I suggest doing more research into the tech. Seems too many of you are basing your statements on personal biases and continue to ignore my posts explaining how this tech is possible.
Surely the issue isnt with polygons. The amount of polygons are pretty high now. Just increasing them ten thousand fold is not going to suddenly make games look better. Tesselation hasnt been all that, its barely noticable. Ray tracing is where its going to be really improved, if anyone can be bothered to get it working.