> Equally, because you know so much about the scene, there are many more opportunities to do smart video compression
Ultimately they could cache textures, models etc. on the client system and only transmit data about the players' locations and inputs. Then the codec would render the game on the client... hey wait.
> they don't have the data from future frames yet that will allow them to get down as low as you can go.
They could potentially implement something similar to Retroarch's runahead feature, but I suppose it would requires support from the game itself and more infrastructure so probably not feasible...
Equally, because you know so much about the scene, there are many more opportunities to do smart video compression - however, those would be extremely difficult to take advantage of.