That implies developers didn’t already know that, which is definitely not true. They didn’t bring light to anything. This sort of thing has been the holy grail for a couple of decades, maybe longer. It’s also weird that you say “we as developers”, because if you’re developer, and you’re in contact with other developers, surely you’re aware that this isn’t a new concept, and has pursued by various people over the years? Unless I guess you’re a solo indie dev or something, in which case fair enough.
Nobody is saying the fundamental concept is outlandish, anyway. They’re saying Euclideon are full of it in claiming they’ve achieved this. If someone did achieve this, Sony, Microsoft, Epic, EA, or Activision-Blizzard or the like (or maybe even Valve, though they might be too proud) would have acquired them in a heartbeat.
I’m rather interested by one of your claims, it’s very specific:
Really? Can you give specific examples of cloth dynamics and particle systems that are controlled by a “deep learning AI”. Industry articles or dev posts would be appreciated. All the cloth simulations and particle systems I can think of in games right now are quite processor/GPU-intensive and not terribly efficient, so that seems like if they were more efficient, that’d be a big deal.
Looking at wikipedia and news articles, it appears Euclideon have essentially abandoned the whole “unlimited detail” thing, despite saying it “wasn’t dead” a couple of years ago, as they’re focused largely on designing and building holographic amusement-park/arcade-type stuff. It is interesting how far holograms have come lately - I saw one in a random bar recently, which was projected on thin air, and which was just blowing my mind (despite being very crummy-looking, just that there was an animated apparently-floating hologram in a random bar - 2020 man…).