The many tradeoffs involved are not trivial, this can only feasibly work well on LAN.
This is the reason why Valorant is the least playable among all competitive shooters if your internet is anything lesser than Google campus fiber, ironically in spite of having even-slower-than-CS movement physics on its side to mask the problem.
Riot conveniently cherry picks the best case scenario and handwaves the actual technical tradeoffs in their smug "we solved peeker's advantage!" engineering blog posts that are really just barely-disguised monorail Gish gallop.
Yup, I just reread the post you are talking about (https://www.riotgames.com/en/news/peeking-valorants-netcode) and it really seems like just endless fluff and no real solutions. Reading this post is almost unbearable and it all just comes down to this part:
> We built Riot Direct, our own internet backbone, to minimize network routing delays and processing time across the internet.
> We’re standing up VALORANT servers around the world, ultimately aiming to deliver 35ms ping to 70% of our player base.
> We optimized our servers to provide a smooth 128 server tickrate to all players.
> We optimized the VALORANT game client to run at 60FPS on most machines from this decade and higher framerates for players with high refresh rate monitors.
> We run clients and servers running with minimal buffering, targeting one buffered frame of movement data for clients and an average of half a frame of movement data on servers.
This seems like basic stuff that every other game does.