I modeled a chandelier which is composed of steel and glass. I applied an emission shader to the lamps, but the shape of the lamp is clearly visible, and the glass is barely affected by the light:
Your example also has some post-processing done, such as bloom and light streaks. Usually it’s done after the render and won’t be visible in the viewport.
I believe you need to have something of a diffuse component in order to scatter the light like your reference. It can be via geometry/bump, adding roughness, or mixing your glass material with a small amount of diffuse shader. Your result seems close to accurate for a clear glass lamp.
Are those metallic frames? maybe you could increase the roughness of the frames so it could catch/scatter more light instead of just reflecting it. Your example has metallic frames that has quite a bit of roughness in them.
from what I can see, it looks like there are vertical cuts, but nothing horizontally. The sample from max has diagonal cuts that scatter the light both ways, like my icosphere example.
You can play in different ways to get the visual result you looking for. Also keep in mind that the actual geometry matters when you`re comparing things. The lamp in your reference seems to be composed of multiple small spheres, which plays a part on the final look.