That is to say, there is no future in this universe where real-time, predicted gameplay can currently fit within 16ms (60 FPS) let alone 6ms (144 FPS).
You blow the budget immediately. Today's implementations lag several frames (overbudget). For myself and other game developers I work with, that's just unacceptable, and I don't know anyone right now who is considering software-level or gameplay-level accommodations for streaming the game over a service.
Take an empty game (update nothing, draw nothing) and send black over the wire. You blow the budget.
Let's not dice words: cloud gaming is the cloud industry's perpetual motion machine.