However for more typical games there's still a long way to go. Most of the research focus has been towards applications where existing mesh-based approaches fall short (eg. photogrammetry), but this isn't really the case for modern game development. The existing rendering approaches and hardware have largely been built FOR games and leveraged elsewhere.
Rebuilding the rendering stack around an entirely new technology is a tall order that will take a long time to pay off. That being said, the technology is promising in a number of ways. You even have games like Dreams (2020), which was built using custom splat rendering to great effect (https://www.youtube.com/watch?v=u9KNtnCZDMI).
On the whole though, this is really interesting and definitely is an improvement over the much older splat techniques.
I could imagine a hybrid approach of doing the environment with this but other things rasterized as normal and comp'd on top
The big problem though is that the workflow/format is completely different from how current 3D games work so you'd need a lot of custom engine work
I think we'll see some experimental games in the next few years