Hmm... been doing some reading up on this tech... it's not using '
voxels' but something called '
point clouds'. The tech itself appears to be a "search algorithm", a way to quickly parse the huge amounts of data point clouds can generate and not the data itself (although that would imply also including a data management system to go with the search algorithm).
It's apparent speed however seems to be down to one thing though and that's
heavy use of instancing - it's the same technique we've see in plenty of other games, Euclideon just seem to have taken this to an extreme. So whilst the video shows a lot of detail (elements) on screen, which is obviously floating everyone's boat, they're overlooking the obvious - when you instance you reduce overheads, so the
exact same element instanced one million times isn't the same as
one million individual elements on screen.
It's all a bit fuzzy though precisely because there are no technical details in any of the interviews or material that's floating around on the Internet, everything is high speculative as a result. Which can't be doing them (Euclideon) any favours. It's one thing to generate 'buzz' about something, but quite another to incorrectly manage that so it gets out of control and makes the whole thing look like the promises of a snake-oil salesman.