In the long term, I believe running your own servers is going to be the future, because otherwise there'll always be license issues, e.g. when you want to play your gog.com games on GeForce Now. Or indie games or business apps in general.
Also, all those services prevent you from sharing with friends for their business reasons, meaning absolutely no coop or splitscreen.
Anyway, the key for making such services work is custom ultra low latency udp protocols. I'm going with nvenc hardware encoding, cuda for data wrangling, and a boost::asio based c++ core for the network layer. That, and controlling packet loss, for example by self-throttling and spacing to avoid overflows at intermediate relays.
BTW, I'm surprised by the bandwidth numbers in the article. Even fast explosion heavy games like BroForce work reasonably well with 5mbit/s if you use h265.