Given the complete lack of any actual details about performance I would hazard a guess that this approach is likely barely realtime, requiring top hardware, and/or delivering an unimpressive fps. I would love to get more details though.
Gaussian splats can pretty much be rendered in any off the shelf 3D engine with reasonable performance, and the focus of the paper is generating the splats so there's no real reason for them to mention runtime details
Gaussian splats can pretty much be rendered in any off the shelf 3D engine with reasonable performance, and the focus of the paper is generating the splats so there's no real reason for them to mention runtime details