EA SPORTS FC 27

Where did you get that video from? I don't remember EA ever confirming TRACAB for any FC game, all I know is they acquired it cpl years ago or so but they have not implemented into the game.
There is already a lot of official news and information about TRACAB available online, and I’ll also share the official EA video about TRACAB with you. The project is still in development, and they are currently running a lot of tests and experiments with the technology

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TRACAB

And this project is still in development for now. We don't know whether this technology will be used in the ninth generation or not. But I think that with the reveal of Football 2K, EA's developers may also showcase this technology in future FC titles.

Maybe we'll see it in FC 28. But that's just a possibility.​
 
Even back in the FIFA 21 days, we didn't have lines of players moving like rockets and snapping back into position to stop stuff like this happening...

 
Even back in the FIFA 21 days, we didn't have lines of players moving like rockets and snapping back into position to stop stuff like this happening...


The actual worst FIFA/FC game and it isn't even close. You'll find zero nostalgia for me for FIFA 21 haha.
 
When the Jog Dribbling slider was introduced, I thought it was meant to reduce the speed of on-ball animations and make turning and dribbling movements slower. I thought the developers had finally separated animation speed from the Acceleration slider after all these years and introduced Jog Dribbling specifically for that purpose.

But that was just wishful thinking.

Once again, the speed of on-ball animations, turns, and dribbling movements is tied to Acceleration and Sprint Speed. The Jog Dribbling, Sprint Dribbling, and Controlled Sprint Dribbling sliders are apparently only about how far the ball moves away from the player's feet. In other words, the more you increase or decrease them, the farther or closer the ball stays from the player's feet.

So once again, we're forced to choose between slowing down on-ball animations and turning movements, and keeping the rest of the gameplay functional. Yes, lowering those values does make on-ball animations and movements slower and somewhat more natural ( at least to the extent the game allows. The unnatural player bending, sliding, and poorly constructed animations are still there.) But at the same time, it creates a whole host of other problems.

For one, defenders become extremely difficult to move with, and defensive starts and bursts of acceleration become severely compromised. The existing defensive gaps and problems become even more frustrating. On top of that, player movement and runs through defensive lines are heavily affected, which seriously damages the overall gameplay structure.

It’s honestly unbelievable that the speed of the game’s animations is tied to Acceleration, while the developers still haven’t provided dedicated sliders for slowing down and making on-ball animations more realistic. I don’t know. Maybe the problem is rooted in the core design philosophy of a game built around competitive, online-focused gameplay and perhaps in the HyperMotion animation system, which has turned out to be an absolute disaster. A failed and disastrous project, seemingly built around creating animations for a competitive, online-focused football game rather than an authentic football simulation.


TRACAB and the Future of Animation and Gameplay in EA SPORTS FC

EA’s acquisition of TRACAB might initially look like nothing more than a move to gain access to sports data. But when you look at the technology behind it, the story is much bigger than that. TRACAB can turn player movements from real matches into movement and skeletal data. In other words, instead of always bringing a player into a studio to perform a movement for Motion Capture, EA could extract movement data from something that actually happened during a real match.

That distinction is extremely important.Real football is full of movements that were never pre-designed: the way a player changes direction, maintains balance after contact, rotates their body when receiving the ball, runs, reacts when losing balance, and hundreds of other subtle movements that might never be recreated exactly the same way in a Motion Capture studio.

When EA announced the acquisition of TRACAB, it specifically emphasized this potential: using sports data, AI, and Machine Learning to create more natural animations and simulate the behavior of real athletes. So, if this technology is fully integrated into the EA SPORTS FC production pipeline, the future of the game's animations could look very different.

Imagine a very specific movement by a player being captured during a real match. The movement data is extracted, transferred to EA's animation system, processed, and then that same movement can potentially be recreated in the game. This means the gap between “what happens in real football” and “what we see in the game” could become significantly smaller.

But this is where my first concern begins. We still don't know exactly how deeply EA has integrated TRACAB into the core animation production pipeline of EA SPORTS FC. What we have officially seen so far suggests that EA is experimenting with using TRACAB data in its own Simulation Engine. Project Assist, introduced in 2026, is an experimental project that combines Real-Time Tracking data with EA's simulation engine. So the technology's potential is very clear, but there is still a significant gap between potential and actual impact on the game.
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And this brings me to what I think is a much more important question:

If EA's main priority is still building EA SPORTS FC around the needs of online gameplay, can TRACAB really have the impact it promises?

Because these two directions are not always aligned. Real football isn't necessarily fast, responsive, or predictable from a controller's perspective:​
  • In real football, a player needs time to turn, stop, or change direction. Their body has weight, their balance can be disrupted, and contact with another player can alter their movement.​
  • But in a competitive online game, players expect to press a button and have the player on screen react almost immediately. This is where some of TRACAB's real-world data could potentially be sacrificed for Gameplay design.​
If a real-world movement is extremely accurate from a physical standpoint but causes additional Input Delay, makes the player feel too heavy, or reduces Responsiveness, EA probably can't simply implement it unchanged in the name of Realism. And this is exactly what concerns me about TRACAB and the future of FC. The technology can be incredible, but if the core philosophy of the game remains Competitive Online Gameplay, the animations will ultimately have to adapt to the Gameplay not the other way around.

In that case, TRACAB may become less of a “direct source of game animations” and more of a massive source of data for training Animation, AI, and Simulation systems. EA could use thousands or even millions of examples of real-world movement to teach its systems how real players actually move. But ultimately, the game engine itself would decide which part of that movement to reproduce based on the Gameplay situation. And I think this scenario is actually more likely than TRACAB completely replacing Motion Capture.


In such a system, an animation might not be exactly what was extracted from a real match. Instead, the game engine may have learned from real-world data “how a player should move” in that particular situation. That could be a very interesting direction for the future of EA SPORTS FC. But there is another risk. If EA continues to optimize a large part of its Animation design around speed, Responsiveness, and Online Gameplay requirements, much of TRACAB's value could end up being used beneath the surface of the game.

But there is still one big “if.” EA has to decide how far it actually wants to push Realism. Because if the ultimate priority remains Competitive Online Gameplay, Input Responsiveness, and fast player control, TRACAB cannot bring the entirety of real football into the game. In that case, the technology may be incredibly powerful, but the game will constantly have to compromise between “being realistic” and “being playable.” And perhaps the most important question for the future of EA SPORTS FC is this:

Will TRACAB actually bring real football into the game, or will it simply help EA simulate real football more accurately while Gameplay limitations continue to determine what ultimately makes it into the game?

The answer to that question could determine whether EA's acquisition of TRACAB ultimately becomes one of the most important technological developments in the history of EA SPORTS FC or simply another powerful technology whose potential remains largely constrained by the game's design limitations.​
I love to read those lengthy tech comments of yours… though I’m thinking to myself these days: When we are not even able to use our human mind properly… how are we supposed to manage artificial intelligence? 😂😉
 
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