PES 2021 Online Server Emulator/ Open Beta Test Server /

Different players, different internet providers, different games and mods, so yeah. It's normal to have problems like that. Even the original server had the same complaints back then.
 
Hi, here are the details you requested:


  • My username: ZONE85
  • Opponent's username: Mehdi Attarodi
  • Room name: Friendly Match
  • Date: October 20, 2026
  • Time: 1:30 AM

Both of us clicked OK, but the "Unable to Connect" error appeared and the match didn't start.


I used to play with the same players without any problems, but since today I haven't been able to connect to anyone. Other players can still play normally, and I'm using a wired internet connection.


Could you please check the match logs to find out what is causing this issue?


Thank you for your help.
 
hey i have a problem when i go to lobby match or any match onine appears message "C_NJAM_0022 and after goes to country menu" anyone can help me ?
 
hey i have a problem when i go to lobby match or any match onine appears message "C_NJAM_0022 and after goes to country menu" anyone can help me.

Hi! You just need to connect to a VPN and launch PES 2021 using the PES 2021 launcher. You shouldn't have any other problem
 
Ciao qualcuno mi potrebbe aiutare? Quando avvio il file PESBUL_2021_Server_Connector.bat (Lo avvio come amminitratore) e premendo il tasto 1 mi da un errore
Ciao qualcuno mi potrebbe aiutare? Quando avvio il file PESBUL_2021_Server_Connector.bat (Lo avvio come amminitratore) e premendo il tasto 1 mi da questo errore:"
[ ERROR ] UPDATE FAILED

Windows could not update the hosts file.
Check Windows Security or antivirus protection.
 
@everyone
# 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. **
 
[ ERROR ] UPDATE FAILED

Windows could not update the hosts file.
Check Windows Security or antivirus protection.
It told you what could be your issue... check what your antivirus made, maybe it blocked the .bat file... In case, Make bat file like exception for your antivirus
 
Ti ha detto quale potrebbe essere il problema... controlla cosa ha fatto il tuo antivirus, forse ha bloccato il file .bat... In tal caso, aggiungi il file .bat alle eccezioni del tuo antivirus
Grazie per la risposta. Ho provato a escludere il file .bat, ma continuo a ricevere lo stesso errore.
 
We started with insane lag and extremely slow gameplay, even with just 2 players in a room on a local network!

Yesterday, we managed to reach 9 players with perfectly smooth gameplay simulation and framerate!

Today, we decided to push things further and test with more players. Unfortunately, we only managed to gather 11 people, but it was still a very important test!

I can see some issues with packet queuing and buffering, so there's still some optimization work to do.

But we're getting closer with every new build! :)

 
Back
Top Bottom