>>1109024
Euclideon and maybe Atomontage picked the best way to store voxel data in the 2000's: Sparse Voxel Octrees
This was going to be Id Tech 6's big innovation, but a critical problem devs founds was that using SVOs in the context of character animations and collision was a nightmare akin to Voxlap/Voxel Farm's 2.5D voxel heightmaps. So Id discarded this and continued to stagnate. But the smaller teams continued, trying to use SVOs to the best strength in its fairly decent compression of worlds and objects, hence the small groups of random Aussies and Serbs(? idk balkans) marketing their tech as Unlimited Detail™. This would ironically make any animation/collision efforts an even bigger pain in the ass, and constantly scaling to heug worlds replicating the real world now incurred data files in the gigabytes and terabytes for a random australian suburb.
IIRC, it was just one or two VR/AR booths with one or two 'Tupac Hologram'-tier prototypes playing Voxatron, and some government contracts to build Google Earth knockoffs. And then people started using point clouds and splatting for even more data compression, killing their pitch. And devs learned about Bounding Volume Hierarchies to make voxel data less frustrating to modify, which is IIRC what Teardown and Claybook use.