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Polygons are easy to render and manipulate, and there's so much you can do with a flat surface compared to a set of static data. That flat surface can have ligthing and shading applied to it, transform, textures, advanced shader programming (fake depth), and much MUCH more.
This is the reason why polygons still are the goto method of geometry rendering, its easier, cheaper, and more versitile.
Thanks for reply, but I still feel we lost a certain charm by abandoning the tech.
Still, the new Outcast looks tasty.
But the voxels do allow pretty sweet looking dynamic destruction.
On the subject of "unblocking" blocky voxel meshes, Nvidia had a nice tech demo floating around the web showing off GPGPU voxels with smoothing. It looked neat, ran fast, but ultimately forgotten as people would rather use tris than voxels.
The smoothing ultimately made it look like bilinear filtering, but for voxels.
But where voxels stopped being used as potential polygon killers for mesh rendering, they thrive as global illumination methods. Plenty of high budget, high profile game feature voxel GI.
MGS5 and Forza Horizon 3 just to name a few.
But then again, it counters it with an amount of cores.
Voxelstein 3D uses a proper Voxel engine:
https://www.youtube.com/watch?v=uCtgtF52nAQ
True enough for Outcast and the old Novalogic games though, they used ray-casted voxel height maps, so they weren't "true" volumetric voxel games. But it still was interesting tech in it's time.