W/R to low-res voxel and octree engines, I think we can develop their visual detail considerably further without throwing over the table and trying to eliminate polygons. Nadeo has been taking the "large model blocks" approach and refining it for almost a decade now:
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W/R to low-res voxel and octree engines, I think we can develop their visual detail considerably further without throwing over the table and trying to eliminate polygons. Nadeo has been taking the "large model blocks" approach and refining it for almost a decade now:
http://www.pcgamer.com/2011/05/27/mad-mad-world/