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HyperMotion technology was first introduced in FIFA 22,[9] with EA touting the HyperMotion V technology used in EA Sports FC 24 as the "biggest leap forward"; promotion for the game highlighted the feature as the game's USP.[10][11] Volumetric data from 180 matches featuring predominantly English and Spanish professional men's and women's teams was used in developing the technology.[10] It is used only in the regular version of the game, available on Windows for PC, PlayStation 5 and Xbox Series X and Series S.[12]
The match data was collected from "cameras around the stadiums", meaning the in-game figures would move more like their real-life counterparts, and was also used to train EA Sports FC's proprietary machine learning algorithms. The machine learning used the data to learn what realistic footballing movement is like, and how to recreate it in other figures. The cameras captured all players on the pitch at once, further informing team movement for the game, as well as ball physics. As well as the cameras, EA used data recorded by StretchSense gloves worn by (outfield) players to record data on how hands moved while playing, training the game's AI on this.[12]
EA also improved their AcceleRATE feature, to AcceleRATE 2.0, with HyperMotion V. Previously, figures were rated with one of three acceleration archetypes that affected their movement when running; AcceleRATE 2.0 uses seven archetypes, though they are still assigned automatically based on physical features rather than on player data (
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