Earlier quoted context omitted.
You can't just have a "good" internet connection. For some games the difference between 30ms and 100ms latency is a great experience vs being almost unplayable. This is not exaggeration, this is fact and millions of gamers who actually measure their ping will tell you the same.
The latency between peripheral input and visual feedback is much more important than the latency between a game client and server. The servers have all sorts of mitigation strategies to compensate. For inputs, it’s all on the human. Which feels bad.
I haven't seen any papers where cloud gaming servers implement rollback logic on your inputs in behalf of the game developer.
Even assuming games that do support native rollback, most rollback netcode implicitly considers you're local to your game client, not in some relay box 7 frames or more in the past.