Not an ILMer, but I was at LucasArts over a decade ago. Back then, us silly gamedevs would argue with ILM that they needed to transition from CPU to GPU based rendering. They always pushed back that their bottleneck was I/O for the massive texture sets their scenes through around. At the time RenderMan was still mostly rasterization based. Transitioning that multi-decade code and hardware tradition over to GPU would be a huge project that I think they just wanted to put off as long as possible.
But, very soon after I left Lucas, ILM started pushing ray tracing a lot harder. Getting good quality results per ray is very difficult. Much easier to throw hardware at the problem and just cast a whole lot more rays. So, they moved over to being heavily GPU-based around that time. I do not know the specifics.