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I think it’s on servers so there is no host here is the list. They should add the online input overlay in seasons if it’s not already. It’s in ut and you can see how much delay you have.
This is taken from the ea help page.
Which EA SPORTS FC™ modes use game data centers?
- Online Seasons
- Clubs League
- Online Friendlies
- Co-op Seasons
- Co-op Seasons Cup
- Ultimate Team™ Rush (EA SPORTS FC™ 25)
- Clubs Friendlies
- Clubs Practice
- Ultimate Team™ Friendlies (Play A Friend)
- Ultimate Team™ Friendlies (Play Online)
- Ultimate Team™ Division Rivals
- Ultimate Team™ Champions
- Ultimate Team™ Online Ultimate Draft
- Online Seasons Cup
- Clubs Drop-in
- Clubs Rush (EA SPORTS FC™ 25)
- Ultimate Team™ Squad Battles (Co-Op Only)
Why does EA SPORTS FC™ use game data centers?
EAS FC uses game data centers so that someone else’s connection doesn’t impact your own gameplay. The game data center handles the distribution of gameplay information to all players.
The center collects inputs from your game at a set interval of time, and then sends this information back to everyone else in a match. This happens at the same time for all players and is determined by their individual connections.
For example, if one player is streaming 4K movies and trying to play on a weak Wi-Fi signal, their activities shouldn’t impact anyone else in that match. The game data center still sends the information back at the same time.
A game data center acts as the host of the match in multiplayer matches.
- Zidane_00262 months agoNew Rookie
I ran an experiment while playing against a Singaporean opponent who's at most Division 2 (D2) level. First, the result: I found my input delay was roughly between 0.5 and 1 second.
My Messi (Argentina) was on the right wing, back-to-goal, receiving a ground pass. My controller has quick-access buttons on the back, and I've set functions for clicking both analog sticks. So, just before receiving the ball, I pressed the right stick button to try a flick-up, aiming to lift the ball over the defender's head – a Neymar-style back-to-goal flick. But Messi did nothing! Seeing that, I figured I'd just turn and dribble forward instead. However, after Messi turned and took one step forward with the ball, he suddenly executed the flick-up while dribbling move! WTF?! The command I pressed a full second earlier only registered now?! This delay is absolutely not the 30-40ms shown on my screen; it's more like 500-1000ms.
This opponent is from Singapore and has never reached Division 1 (D1) (so pretty average). I'm in Shanghai. I believe my displayed 30-40ms ping is the latency from my PC to the Hong Kong EA servers. But the actual game host is in Singapore, and for some reason I can't fathom, the input delay was that extreme! Does Messi performing a skill move become slow, or just fail to register? The current netcode is terrible. Unlike older FIFA games where matches might occasionally stutter – which I believe was the game synchronizing player clocks – ever since EA made Clubs' speed favor players with faster connections (fast connection = fast game, slow connection = slow game), they've now extended this to Rivals/Seasons too. Any online FC game mode has lost all fairness.
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