IMHO we should keep in mind that we are creating an illusion....therefore we don't have to model,draw or even know everyting. We only have to know and render what's around the player and the other ships.
For that reason I really like the whole field aproach especially the pof one, that way the code doesn't have to handle all calculations of n-number asteroids, merly the statistics of n-number asteroids.
Let me further explain what I mean: when modeling gases physicists can't and don't have to model each and every single gaseous particle:
Instead they use physical factors that define the gas as a whole instead the sum of its parts, things like volume, pressure, and temperature, number of particles.
We should take the very same approach.
We should separate the 'virtual modelling' and the actual 'visible rendering' of the fields.
Initially we should model asteroid fields with such variables:
-number of asteroids in the field
-volume of the field
-average asteroid momentum
When a ship enters a field it is pitted against the statistics and its own statistics wage war against them determining wheter it can evade, shoot its way through and take damage meanwhile in calculated rate.
This can take place without ever rendering a single asteroid, resolving a single collision detection or even calculating tracking data for turrets.
It's cheating....but if it works it could make all our Falcon chase dreams and endless 'Roid 'Bolero dreams true.
That way we have a backup simulation that could go on in the background.
Actual rendering that way would only have to take palce around the player(s), greatly reducing the calculation and memory cost of the whole ordeal.
Said rendering could exploit a number of tricks to give the impression of depth and density of the field using sprites as Kazan suggested and demonstrated in the BTRL video.
Using this aproach we could even have endless asteroid fields by defining the game area as one of the fields instead empty space.