> ... there is a trend away from peer-to-peer towards client/server for multiplayer games ...
Really? Why? It seems obvious to me that communicating directly with other players would be faster than relaying messages through a server. Even if the server and the clients are all in the same building, the server is still going to add the latency of its entire stack. Unless that server is acting as a very simple stream-oriented traffic controller, then surely its latency is in the 5-20 millisecond range, at least?
I know WebRTC is complex, but minimal latency is such a critical feature for multiplayer gaming, that surely, if it works at all, then it is worth the trouble?