Performance is fine seeing as to how it runs solely on the CPU and a 3TB model of the entire city of Vienna loaded in 0.8 seconds. The biggest problem I see is the massive file sizes. They'd have to distribute external HDD's for their games if they didn't compress the size of that data down to something reasonable.
Personally I think it'll be more interesting for real-time rendering of CG. Just think about it... "Unlimited Detail" + OculusVR + POV Porn. And well, it'll let people make videos that use CG a lot faster since they essentially won't have to render it. I don't think their games are going to be very good and seeing as to how it mentioned we'd be surprised what platform it comes on I'm guessing it'll be something that doesn't have a GPU... maybe something like cellphone games that try to blow people away with photorealism that runs with no loading time.
I don't think a 100% voxel game is going to work any time soon due to the size. I'd prefer to see hybrids that use polygons for flat stuff that doesn't really matter and (re-used, non-unique) voxels used for more important stuff like grass and foliage. File sizes could be kept down if you only had like 3 different types of grass rather than millions of unique data. I'd like to see it for characters too since we could have completely photoreal characters that could be rendered in real-time and not even take anything from performance and that'd be awesome.
edit: It just occurred to me that they probably have no intention of distributing their raw game data. I'm betting they'll be cloud based games where the massive game data is stored on their own petabyte server farms then streamed to users as they play as they need to load additional areas much like their Geoverse demo
https://www.youtube.com/watch?v=Irf-HJ4fBls