Actually sorry not sure if they use triangle splatting, but gaussian splats at least.
Media Molecule (LittleBigPlanet) spent over 8 years creating Dreams, which would never have happened without Sony's funding, but the tragedy was forcing what could have been a brilliant high-end authoring tool into a gamepad / lean-back interface. Even now, there are still innovative UX approaches in Dreams that could be adapted into high-end 2D, 3D, compositing and animation tools like Blender.
At one point it used triangles for the large splats, and still compute shaders for the small ones due to quad overdraw. I'm not sure if the final version stuck with that or went all compute, but quad complexity is also why nanite does compute shaders for small triangles and traditional rasterization for the larger ones.
But it's a bit difficult to find the exact reason since profilers won't really tell you a concrete bottleneck when drawing vast amounts of tiny tris.
4K has 8 million pixels so should be able to do pixel per triangle with a separate depth pass and still fall within that 20M even with some overdraw from not all patches able to be culled.
edit: opps thought you said per frame, per ms would give 330M/660M triangles per frame, doesn't seem like a big bottleneck; PS4 was more like 26M per frame though but rendered at 900p-1080p. I think it's translucency was stochastic so lots of stuff could still get culled, but wouldn't be able to cull as aggressively (like nanite with masked materials).
Things like triangle splatting are useful if you have to integrate into an engine that only support triangles. But with modern graphics pipelines, you can implement Gaussians quite efficiently, including newer techniques like Gaussian point splatting that can scale up seamlessly to enormous scenes:
* Video: https://www.youtube.com/watch?v=2AWv_nIfp-U
* Paper: https://jorisar.nl/gaussian_point_splatting/gaussian_point_s...
runs on a phone: https://storage.googleapis.com/jax3d-public/projects/mobilen...
To be clear, I'm not proficient in it's use, just watched a few videos about it's theory when it was initially announced
But again, I've really only super superficial understanding of this, I just understood it like that back then
I learned about gaussian splattering mere months before nanite was introduced and their technical talks and articles always sounded exactly like what I just learned about the splattering, that's why I got that impression