More details here: devblogs.nvidia.com/introduction-t…
Great, but I seriously doubt game content will be seen at that level. 8K is crazy, and mip-maps will stream off details very quickly.
Even 4K textures today are very rarely seen at 100% of their texel ratio.
Overall great demo, I love seeing this kind of stuff because it is always inspiring. I recommend watching the demo on vimeo to get the best quality: vimeo.com/417882964
Some games will continue to use high to low poly workflows, like stylized game. Main reason being the scaling from one platform to the other. Automated tools will never beat handcrafted assets on that point.
It also means the difference of look between a cinematic and the actual gameplay will be even more smaller thanks to the shared assets and quality level.
That's why software like Keyshot/Marmoset Toolbag are popular. I think artist want to to reduce the time between iterations as much as possible and tools like that help a lot.
Tesselation has a lot of caveats (like UV cracks and performances). Also the polygon view they showed doesn't have the typical tessellation patterns.
- Original asset polycount
- Format of storage of the engine data for the micropolygons
- Allocated memory for the demo
- Etc.
To guess you need to know the input and context, we don't have any.
Any workflow that makes the texture data based on the vertices is not popular because you loose everything as soon as the mesh change. Computing LODs (or similar) becomes complicated (need to transfert), etc.