I read about octrees and I didn't fully understand how they world work/be implemented in a voxel world where the octree's purpose is to lower the amount of voxels you would render by connecting repeating voxels to one big "voxel".
Here are the questions I want clarification about:
Quick answers:
I'd start with trying to understand quadtrees first. You can do that on paper, or make a test program with it. You'll answer these questions yourself if you experiment