Yes Kriminal's explanation is perfect.
You can edit each voice (and the individual Oscs in each one) but the only difference I can see is that the voices won't "cycle" like the voice cards in an OB 8 voice. In DUNE 3 when you hit a key, all voices are triggered at the same time (but of course may not all sound at the time time due to envelope settings etc). But with proper modulation routing you should be able to accomplish whatever you wish.
I can say with great confidence based on many hundreds of hours of use that you can get analog sounds out of DUNE 3 that will make you forget all about the Oberheim.
I love D3's analog sound so much I call it "Analog 2.0". It embodies the evolution of the analog sound to me and has an ultra high quality, high definition sound that I find very pleasing. I don't know what the magic sauce is but I can taste it here.
Just try the demo for yourself to see if you feel the same way. If you have any operational questions, post them here and we'll try to help.
Once you grasp a couple of simple concepts the workflow becomes very fast and intuitive.
steelcitysi wrote:If so is there a limit to how many unique voice/synth pairs that can exist? My goal is to design sounds like as if it was an Oberheim 8-voice, but with a more modern voice module that goes beyond the SEM.
In DUNE 3 "voices" are better labelled as "Voice Layers" rather than voices as in polyphony. As Kriminal explained, each Voice Layer is a complete synth.
So you have 8 complete synths with 2 FX Racks, 2 Arp/Seqs, 4 MSEG,3 LFOs etc. You can use a single one of those synths or 8 of them at once if you wish. D3 can go from the simplest analog patch to a complex multi-method sound with VA,WT,FM, and single Sample Oscs.