Sound's like a con to me, the guy's voice, jerky video, i don't buy it.
It's analogous to current efforts to triangulate LiDAR point cloud data (same as RADAR, but using a laser to produce a point cloud of a real environment), the difference being, they are creating the point cloud data, to suit their needs, so ultimately it is far easier to mesh.
What they are proposing is entirely feasible, it simply isn't in the context of gaming. The current push for consumer hardware is not more memory, more power, its levelled out in terms of memory (ish) and the power becomes spread across many processing devices (CPUs, GPUs etc.) while high parallelism can suit the processing of point data, the levels of detail they are suggesting are simply not feasible on current or near future hardware, not in the same way that current techniques produce games like Crysis at 60FPS on top end stuff.
It's interesting, but looks like its from a small upstart tech company with nobody with experience in how to present their work. Don't start on Youtube with some initially shoddy looking demo's and a patronising voice over guy, start by going to small, relevant conferences, test the water, find out what people do and don't like to tailor the sales pitch...
Meh, anyway, interesting I spose
EDIT: Found some article by one of the two (yes two) people listed as a contact, so we are talking very small company here.
From what I can tell, they are billing it as a point search algorithm. So effectively to develop a model, you would create a (large) point cloud dataset. The "algorithm" then (for each frame) finds the points relevant to the current camera position. So for a 1024x768 screen, it finds the 786432 points relevant to each pixel, and simply renders them (though I'm still not 100% sure how this works with current 3D libraries given you need to calculate normals of each vertex etc. correctly, unless we are talking per pixel vertex shading specifically, and even then each point from the cloud would need to be processed by a shader...)
A search algorithm that can mask out say 2304000 points from a cloud of (I imagine) billions quickly enough so that we get > 25FPS on a standard system would be very impressive indeed, be interesting to see if they ever publish any of this
