It is not meant to be used inside a DCC app, as-is.
If you import data of this complexity into a DCC app your workflow is broken/you are doing something wrong.
That said – I think it's very cool if you can import such heavy geometry and your DCC app doesn't crash. But in 15 years of working in VFX I never dealt with heavy data inside a DCC directly. Indirectly yes, through proxies.
The three most interesting metrics for this scene are, if you're a renderer author (sorted by importance during lookdev/lighting):
1. Time to first pixel (is it seconds or hours?).
2. Time to completion (does it take days/hours/minutes?).
3. Memory footprint (does it 'fit' or does it go into swap?).
Two more are: subdivs and PTex.
I.e. can the renderer do true subdivision surfaces (vs just subdividing the geometry n-times leading to silhouette artifacts under certain viewing conditions)?
And: can the renderer ingest PTex textures or do you have to create UVs somehow and convert all the textures into UV-based ones before you can use the original Disney dataset?