I imagine when they say "unlimited" it's just because of the limitations we have with polygons and with their system that limitation is gone.
One of the things I'm curious about is that if we make a simple box with polygons and move the camera into the box we can see right through the box because usually there aren't polygons on the inside of the box. With their system moving the camera inside such a box would probably reveal the inside walls instead of being able to see right through the back side of the polygons.
Really though I don't see why a lot of people are against it.
Of these sets which is better for the games we make?
1) A tree that has many rounded curves that looks like a real tree.
2) A tree with only 8 sides that looks like a big squareish straw.
1) Grass that's 3D on all sides.
2) Grass that disappear at certain angles because it's just a flat plane.
1) When pulling the camera back each object stays the same regardless of distance.
2) When pulling the camera back each object must be reloaded with an object with less polygons to compensate for the distance/frame rate.
1) Using objects at all times with no slowdowns.
2) Tricking the players by substituting sprites for objects to make the game faster.
1) The ability to have as many objects as you want on the screen at one time without slowing the desired frame rate.
2) A limited amount of objects on the screen because the more objects the slower the frame rate.
1) Being able to make a 3D scan of a real rock in your backyard and put it into your game then get 100 other things you own and scan it into your game in about a day.
2) Hiring a professional graphic artist to make you a rock then keeping him working for the next 5 months making 100 other things.
If you answered 1 to everything then your number 1 choice should be Unlimited Detail Technology. As programmers we should embrace this new technology because it's going to make our games better looking than anything that anybody has ever done before. I don't care if it's voxels or magic fairies that make it happen the fact remains that we saw the demo working live on that last video so we know it's not a scam. How much better do you think Darkbasic Pro would be if we weren't limited by object numbers or polygon count on those objects?