Actual traffic for a metaverse is mostly bulk content download. Highly interactive traffic over UDP is maybe 1MB/second, including voice. You're mostly sending positions and orientations for moving objects. Latency matters for that, but an extra few hundred microseconds won't hurt. The rest is large file transfers. Those may be from totally different servers than the ones that talk interactive UDP. There's probably a CDN involved, and you're talking to caches. Latency doesn't matter that much, but big-block bandwidth does.
Practical problems include data caps. If you go driving around a big metaverse, you can easily pull 200GB/hour from the asset servers. Don't try this on "AT&T Unlimited Extra® EL". Check your data plan.
The last thing you want is game-specific code in the kernel. That creates a whole new attack surface.