It matches almost perfectly what you get in the final render (with expetion of complitcated stuff like GI, Arealights and Refraction) and it got some nice stuff like DOF and AOC. The DOF is really nice to adjust it as I work, as I prefer the look of raytraced DOF over the sceenspace plugins that are out there.
Performance wise the videos hint at a lag when turning features on or switching inbetween modes. But have you tried Max's viewport?
It does have the same behaviour. Whenever you switch inbetween modes it needs to do something with the realtime shaders, and that seems to take some time. Now if that happends when panning and rotation around it will be a bit frustrating. Anyhow you might not use this while you are modeling/animating/whatever, but you can now capture a preview in this mode, and I'll bet your clients will feel a lot more confortable with the output.
On CrodFX
I am not doing crowd stuff in SI, and I dont know if I ever will, some people are...

Ive worked at places where crowd scenes were done, but we never did it using 3d. It was always up to the compositing wizards as we tagged this as beign "not pratical" to do in 3d. So this opens the door for new possibilities. When ICE was released I was also saying "hey Ill never use this".
Considering Suites, Im sure a lot of people from Maya/Max might go CrowdFX if issues with FBX have been minimized and if theyre AI needs are not super high. So, a good thing to keep the product alive and relevant.
To finish it of, some of the inner compounds and stuff might be usefull outside such a specific content, but as with HQV, we need to get our hands dirty to get a better feel what this is all about.
On everything else
-Mentalray implementation seing no update feels very said. Maya people (finally) got BSDF shaders. This would be nice to have here also. I still think even a well implemented MR wont save your ass (if you know what I mean ;) ), but since people are paying for it, would be expected to have most up-to-date features implemented.
-I hope References are usable. With render passes, deltas and all that.