Bethesda, if you are reading this, be aware that in 2012, a company will be releasing a software-drivable engine (without a fancy graphics card) that can run unlimited geometry and mesh data in realtime. Their current demo runs 20 trillion polygons worth of data at 22 FPS (on unoptimized code) on an old laptop .... They are still a year away from completion. There are several demos out now that I'll link to for your perusal of this discovery ...
http://www.gameinformer.com/b/features/archive/2011/11/22/exploring-unlimited-detail.aspx This article explains the tech in detail.
I think he even gives a nod to Bethesda by saying the next TES game should use this tech to create the most immersive RPG ever made. (I think they already did that with Skyrim, but if I can get unlimited view distances with no slow-downs and run this game at 120FPS for full fidelity in 3D glasses mode, then I am all for them using it!!!)
Here are some videos that show off it's awesomeness: http://www.youtube.com/watch?v=f_ndZ8ETbqU
And : http://www.youtube.com/watch?v=JVB1ayT6Fdc (In this video, the good stuff starts at about 22 minutes into it)...
Once you've seen what it can do now, and have an idea where this is going, and if their claims are all true, then it seems possible Bethesda could license their technology and adapt it for use in the next TES game, which would then feature unlimited geometric detail, meaning every tree and every rock could be fully depicted without polygonal angular edges or square surfaces, giving the entire world a more organic look from top to bottom.
Plus you'd be able to run the game on any hardware available, from an iPad1 to a PSP, to a laptop, to any console you wanted including xbox 1, because pretty much any hardware can run it in full detail. So you'd be able to market the game across any platform, having developed the game only ONCE for the entire game, no PORTING it down, no re-working the code for every machine ... you run your game through the software on any machine you want to. You can make 10 times the money at 1/10th the workload and time investment, meaning you can pour more time back into the game to make it better and still have time left over from previous development cycles (instead of 4 years, how about 1.5 or 2 ? Yet still totally outdo all previous titles' accomplishments!) You can do anything your imagination can conceive without any limits in terms of geometry and mesh data. Every character could be built without limits .....
At this point, you are saying "but what about the space on the DVD?" Surely it would run out if you just upped the mesh data counts like this ... .? Well, according to the inventor, there are still some other secrets to his engine. One discovery (the way in which to render unlimited data) led to another discovery, the way in which to encode the data so that it is more and more compacted on the DVD ... so that even if you up the mesh counts, you will still have room on your disc. I'm guessing its a new approach to data compaction techologies, meaning one disc will have way more space available. But he won't comment further on that techology because people are having such a hard time grasping the first tech, the unlimited geometry part and doesnt' want to overwhelm them with further strains to credulity.
I hope you are listening Bethesda. If you can get to this tech first, before those other RPG makers like the ones who made Witcher and Dragon Age can use it to finally be able to get a leap ahead of you .... then you can keep your lead. Because now, whoever uses this tech first will have some major head-starts over the competition in the ways mentioned above, but not limited to:
1) MONETARILY: Make the game once, render it down to virtually any platform for sale across every platform.
2) WORKLOAD: Don't have to create 8 to 16 different versions of every object for LOD swapping or "pop in" ...
3) FIDELITY: You can scale into any object with full HD fidelity no matter how far in you zoom on objects they never become pixelated ....
4) COMPATIBILITY: Anything you create in 3DS Max or Maya or LIghtwave can be translated into point-cloud data and instantly loaded into the game without having to figure out ways to lower the polygon count while sacrificing visual fidelity of the object ... Now what you see in your 3D editor is what they gamer can see in the game.
5) NEW POSSIBILITIES: You can create an entire army of soldiers with variations in armour and have an entire war within your RPG setting, allowing for the player's immersion in a real-time war scenario instead of having like 5 soldiers doing some half-baked pseudo-war plotline that doesn't satisfy the Lord of the Rings epic battles craving every gamer has had since these movies came out. Oblivion's war efforts were hideous. I haven't seen any in Skyrim yet, maybe because they learned their lesson with Oblivion. Or maybe I haven't gotten far enough in the plot yet ... but i doubt they'll have advanced that area of gaming yet by much ... but imagine having 5,000 soldiers on the screen, and you're in the middle of this war ... blood flying ... arrows raining down from every direction, fire and smoke, explosions, people dying, body parts being blown off, hacked off ... blood pouring on the field, running down the hills around you like a river with no FPS loss or any kind of LOD tricks needed...
Just imagine what you could do, Bethesda. I hope you'll take a good long look and think about what will happen if your competitors decide to use this but you don't .... You may lose your golden perch above the rest of the RPG gaming industry ... as your loyal fans, we can't allow that to ever happen. But, in the spirit of fairness to the industry .... may the best company win!