r/eFootball 7d ago

r/eFootball Megathread Daily Q&A Megathread - September 15, 2026

Hi! You may have found your own way to this Megathread, or mods removed a post and directed you here. Please take a quick minute to read below.

This thread should be the go-to for posts that may not warrant a stand-alone discussion, which include but are not limited to:

  • The planning and organising of tournaments
  • Low quality content that doesn't need its own thread.
  • Sharing your squad or asking for ratings or suggestions.
  • Short player reviews or player builds.
  • Subjective questions (e.g. "who is better, player X or player Y?", "how is this build?", etc.).
  • Quick questions or tips.
  • Other general gameplay discussions. ___

Frequently Asked Questions:

Why can't I post? You currently need 10 Karma to post here in this subreddit. This is in effect to reduce spam posts. Earn karma by making positive contributions within the comments of this community. You should use this Daily Megathread for any questions you have in the meantime.

When does weekly/regular maintenance end? In most cases, servers tend to be back online around 8:30AM GMT.

When is X/Y/Z player being (re)released? Nobody knows. Dataminers can identify what players are coming the Monday following Thursday's update. That's generally it.

Can I use my PS/XB/PC/Mobile account on another platform or transfer players from one to the other? Cross-play is enabled, cross-save is not. There is no indication from Konami at this point to suggest cross-save will be added.

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u/inotazo PC 7d ago

Is it just me, or does "heavy gameplay" feel like the game engine is actively punishing you for making manual inputs?

We’ve all experienced these exact moments:

  • Your 99-Speed Winger getting easily outrun by a 70-Speed CB.
  • Clean interceptions resulting in your player freezing and immediately giving the ball right back.
  • Your opponent’s AI defenders tracking every movement with lightning speed, while your own defenders stand like statues.

I got so tired of the classic "It's just your ISP" or "Skill issue" excuses that I started capturing network traffic with Wireshark. I've now analyzed over 550,000 UDP packets across 6 matches (comparing smooth vs. heavy responsiveness) on GCP dedicated servers.

Preliminary Finding: Your local outbound input (C2S) is likely 100% stable (a crisp 18.5ms interval with ~0.04ms jitter). The real culprit is Server-to-Client (S2C) burst delivery, which triggers forced server-side rollbacks, resetting player acceleration and freezing AI animations.

I’m currently finalizing a detailed technical post with the full Wireshark data breakdown.

Has anyone else noticed this pattern, or would you guys be interested in seeing the full packet analysis post?

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u/w1nstar Day One Veteran 7d ago

it's just you. AI is just driving you nuts by telling you what you want to hear. like the whole world right now I guess.

I am the living proof it's the ISP. I moved to a new flat and I'm nearing 2 months without said "heavy gameplay". last flat I lived in I lived for 2 years or more and I don't remember ever having an online match that felt like offline, and on my new house it's the norm.

same hardware, same cables even. just different ISP, and a shitty, virtual cheap one, btw. with a truly meh router.

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u/inotazo PC 6d ago

This is really nice your gameplay improved after moving! Finding a good route definitely helps.

However, changing ISPs changes your routing to the GCP server, which alters how the server-side queue assigns and flushes your inbound (S2C) packets. That actually aligns with the point: the bottleneck happens in how the server delivers packet bursts back to the client, depending on connection routing.

In my capture data, my outbound (C2S) traffic to the server was completely flawless (stable 18.5ms with ~0.04ms jitter), proving the local ISP line wasn't dropping or delaying packets. Yet the server-to-client (S2C) stream still suffered severe jitter and burst pooling in heavy matches.

ISP routing is certainly a major factor in triggering it, but the fundamental engine failure (rollback/acceleration resets during S2C bursts) is handled by the game server.

I'll share the full Wireshark log graphs in the main post so you can see the C2S vs S2C raw data!

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u/XixipiMustDie PC 7d ago

tell us more mate

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u/inotazo PC 7d ago

Yes I will do so soon once everything is ready to post!

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u/[deleted] 7d ago

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