The intersection of state replication and pixel streaming is indeed interesting. Cloud games for example are usually using game state sync techniques, and then add in the client<>gpu latency on top of that.
A true cloud native game (sadly part of Stadia's original ambitions) would hopefully have a more e2e state management approach inclusive of the pixel latency.
This is very different from "local multiplayer" pixel streaming, which may be what companies like Switchboard[1] are doing: multiple clients control the same I/O channel (e.g. you and I share a mouse on a single remote desktop)