To give a bit more info on the videos linked:
Yes, this is real. Developers have known about this for years. The structures used to manage the data are called Sparse voxel trees, but they have a lot of issues. if you look through the videos, you'll notice that everything is a copy of everything else. Sparse voxel trees make it really easy to render the same object many times at different locations, but it starts to get to be a real mess once you start to want to rotate some of the copies, or position them at different orientations. Furthermore, you'll notice that there is nothing which is animated. Sparse voxel trees are extremely hard to animate, especially once you have to animate all the copies independently.
So what happens is the only way they're able to fit something like this within the memory requirements is through making everything a copy of one tree, one flower, five pebbles. But to make a proper game, you can't do that since for SVTs you have to create different structures for each rotation, each animation frame. All of a sudden you blow past the available memory.
(note, this information is about a year old, about when the first video was released. There's a good chance some of it has changed since then, or it might even be wrong by now.)
Yes, this is real. Developers have known about this for years. The structures used to manage the data are called Sparse voxel trees, but they have a lot of issues. if you look through the videos, you'll notice that everything is a copy of everything else. Sparse voxel trees make it really easy to render the same object many times at different locations, but it starts to get to be a real mess once you start to want to rotate some of the copies, or position them at different orientations. Furthermore, you'll notice that there is nothing which is animated. Sparse voxel trees are extremely hard to animate, especially once you have to animate all the copies independently.
So what happens is the only way they're able to fit something like this within the memory requirements is through making everything a copy of one tree, one flower, five pebbles. But to make a proper game, you can't do that since for SVTs you have to create different structures for each rotation, each animation frame. All of a sudden you blow past the available memory.
(note, this information is about a year old, about when the first video was released. There's a good chance some of it has changed since then, or it might even be wrong by now.)