Same experience here, from a multiplayer game server. Go, one SQLite file per game world, one process owns each file, all on a local SSD.
In a load test with 512 players all active on one world, command acks were 4-6 ms at the median and under 50 ms at p95, on a single Ryzen 9 3900X box. And most of that time is game logic and fanning out updates over websockets, not the database.
The part people worry about is durability, because SSDs have limited write cycles. So I took care to have backups of the state, recovery in short time etc.
I stream the WAL to object storage with Litestream, with one gotcha: I had to turn off SQLite’s own auto-checkpoint and let only Litestream checkpoint, or the two step on each other.