Just a quick test of the instancing capabilities. In this test there are 1,323 Imrod Models SVODepth(11). Only one copy of the octree resides in GPU memory taking 75 MB; the rest are instanced but have there own lighting.
800x600 ~30 fps - SVODepth(11/8) ~ 50 Million visible voxels
2x GTX 680
This is a low resolution render of a scene that utilizes instancing of only two octree models. I am now in the process of developing an octree based scene graph data structure. This scene graph octree will reduce overall overdraw and speed up rendering substantially.
Fixed the shading and added spherical environment mapped specular reflections.
800x600 ~50 fps - SVODepth(11) ~ 2 Million visible voxels
1x GTX 680
My next goal is to implement some sort of contour mapping per voxel, so that even at a lower subdivision level it will still look as detailed as this example.