They are yolo mode by default with periodic fsync and a big mutex around every reducer: https://strn.cat/posts/spacetime/ (granted things may have changed since that blog post)
> I can't recall seeing a network-bound cluster
I saw some of these (most packets per second not bandwidth) in the Firebase Realtime Database because changes get broadcast to many users. Since SpacetimeDB is made for games this is the same synchronization effect. Traditional databases don’t do this which is why Cockroach wouldn’t have seen it.