His SDF probably puts out a depth buffer, so with some effort (shadows might be hard?) you can just mix it with traditional polygons. The same way raytracing and polygons mix in AAA games.
He's using the SDFs to fill a space sort of like Unreal's Nanite virtual geometry. Nanite also doesn't support general animation. They only recently added support for foliage. So you'd use SDF / Nanite for your "infinite detail" / kit-bashing individual pebbles all the way to the horizon, and then draw polygon characters and props on top of that.
In fact I was surprised to see that Nanite flipped from triangle supremacy to using voxels in their new foliage tech. So maybe the two technologies will converge. The guy who did the initial research for Nanite (his talk also cites Dreams ofc) said that voxels weren't practical. But I guess they hit the limits of what they can do with pixel-sized triangles.