Would be good to see how it's different from just the depth channel applied to the Z of the RGB pixels. Because it looks very similar to that.
replies(1):
I actually started with pointclouds for my VR teleoperation system but I hated how ugly it looked. You end up seeing through objects and objects becoming unparseable if you get too close. Textures present in the RGB frame also become very hard to make out because everything becomes "pointilized". In the linked video you can make out the wood grain direction in the splat rendering, but not in the pointcloud rendering.