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# PESBUL 2021 | 11v11 Progress Update
**Part 1/2: How we got here**
To everyone waiting for **11v11 Team Play**, I want to explain where this project started, what we have overcome and why it has taken so long.
At first, we couldn't even enter a Team Play room. After that, matches would not launch properly, the ball was missing, and basic room features were broken. Players couldn't leave, chat didn't work, player lists were incorrect, and profiles sometimes belonged to the wrong people.
I fixed these issues one by one.
The next major obstacle was getting from the room through **GameRelay to the Side Select screen**. That stage alone took almost **a month**.
Once we passed it, the pre-match menus, screens and cutscenes were roughly **10 seconds out of sync** between clients. I fixed that too.
Then we hit another wall: **we couldn't reach kickoff**. Getting an actual match started took more time and work. When it finally happened, the gameplay was painfully slow.
To be precise, this was **gameplay simulation speed**, separate from graphics FPS or monitor refresh rate. Normal simulation speed is approximately **54 steps per second**, but we initially managed only **5 steps/s**, even with local clients.
I eventually fixed the local simulation, but players connecting over the internet still couldn't get beyond roughly **30 steps/s**.
That led to almost **two more months** of experiments, logs, diagnostics and failed attempts before we finally achieved **full-speed WAN gameplay through GameRelay in our tests**.
**Part 2/2: Where we are now**
**Full-speed WAN gameplay is finally working in our tests!** We have had good results with up to **four players in one room**, including players connecting from different parts of the world.
This is a major breakthrough, but there is still work to do before full **11v11** can be released.
The next challenge is **server CPU usage**. GameRelay, the server component that relays traffic between players, currently needs far too much processing power. We tested **eight players across two separate rooms**, but the server CPU was pushed to its limits.
High CPU usage may also be contributing to the problems with **more than four players in one room**. We still need to confirm exactly what is limiting those larger rooms.
Our next goal is to **reduce the relay's CPU load and improve how it handles more players and rooms** through testing, logs, diagnostics and optimization.
I'm optimistic. When I look at where we started and where we are now, I believe we can keep making progress.
Yes, it takes time. Yes, it's expensive. But I've already put too much into this project to walk away easily.
I'll keep working on it for as long as I believe I can make progress. If I reach a point where I cannot take it any further, **I will release the source code on GitHub so someone with more knowledge and experience can continue the work**.
**Thank you to everyone who has tested, helped and waited patiently. We have come a long way, and I'm still determined to get 11v11 working. **