Pretty exciting breakthrough. This actually mirrors the early days of game engine netcode evolution. Since latency is an orchestration problem (not a model problem) you can beat general-purpose frameworks by co-locating and pipelining aggressively.
Carmack's 2013 "Latency Mitigation Strategies" paper[0] made the same point for VR too: every millisecond hides in a different stage of the pipeline, and you only find them by tracing the full path yourself. Great find with the warm TTS websocket pool saving ~300ms, perfect example of this.