You do know since you're trying pseudo science on me it's 7ms of latency per 1000 miles. You would need 17000 miles before buffering issues at 125MS would ever be an issue. Games aren't made with cloud in mind nor are they adjusted for it. cloud studies, overwatch and rollback fighters prove you can do a lot when you account for latency and build around it.
You don't need zero latency games locally have latency now ranging microseconds to just under 10 MS depending on what you're polling.
As I said in other topics I'd focus on routing than queueing but most aren't. The data center solution is pure hyperbole and not even necessary.
7 ms of latency is nothing but a number because I can give you a thousand examples of hitting various services way closer than that and having 30+ ms of latency. Real world experience matters and you basically calling me a liar for bringing up actual issues with streaming is insulting. Overwatch is an online game and so are the fighting games you're talking about. It's clear that while you have no issue insulting others, you don't feel bad about being disingenuous yourself.
I have been clear that I don't want games built solely around streaming that take away from the games we're getting today. If you have a different opinion than that fine, but that opinion on its own is not based on pseudo science nor does it lack merit.
Obviously my data center example is pure hyperbole, you have still not offered a solution to the problem however. Concentrating on routing is all well and good, but that problem is incredibly immense and involves negotiating with various ISPs, government entities, etc.