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Game Performance Dashboard

Team:G-TEC Games: Players:
Hub
— drills selected
G-TEC
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Existing data is preserved · same player + sessionDate + drillTitle rows are replaced · or click to browse
base data · — sessions
Tactical Match Overview
Sportmonks · optional tactical layer
Game
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Games Max 3
Max 3 games
Drill
Position
Metric
GPS × Tactical Timeline
Per selected game (max 3) · 15-min blocks · normalised for minutes played · Sportmonks events per block
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Match Momentum
Per selected game (max 3) · physical output per 15-min block as a curve · Sportmonks events as markers · score state as background
mtr/min (left axis) HSR/min (right axis) leading level trailing ⚽ 🟨 🔁 events (hover for detail)
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Performance Table
Metric: · 0 rows
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Player per match
One player · one row per played match · totals over the two match halves (1st & 2nd Half)
Player
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Player Profile
Selected metric over the last 10 games · drill-aware
Position
Player
Metric:
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Player Detail Table
Per player · per selected game · % of team max · % of position max · % of player max
Metric: · 0 players
Games Max 3
Max 3 games
Drill
Metric
Minutes filter: player–game rows with less than 15 min total play-time are excluded from percentages and shown as < 15 min.
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Player Intensity Map
Each dot is one game · per selected player · drill-aware (section-scoped)
X-axis
Y-axis
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Player
Drill
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Game Intensity Map
Team averages — each dot is one game · drill-aware (section-scoped)
X-axis
Y-axis
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Drill
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Fatigue-Resistance — in-match decline
How much high-intensity output holds up after minute 60 · per 15-min block
all values real
After minute 60, high-intensity running and accel/decel fall — but peak speed does not. Distance, HSR and accel+decel per minute drop 12–21% in the closing blocks, while top speed stays flat (−2%). So sprint capacity is not a fatigue marker — the volume of high-intensity actions is. Pick a player to see their own retention (last 30 min vs opening). Tap i for method & references.
Team — endpoint decline vs opening block
real
Metric60-7575-90
Fatigue-Resistance — how to read this

What the evidence says

In professional football, aerobic fitness is the main determinant of match-related physical decline. After the 60th minute nearly all running, acceleration and deceleration zones plus total distance fall by 4–27% — with one striking exception: sprint distance / peak speed does not drop. A player's field lactate-threshold and peak incremental speed correlate moderately-to-strongly (r 0.46–0.67) with how well total distance, HSR and accel/decel are maintained (Aerobic Fitness Is the Main Determinant of Match-Related Decline, Part 2, J Strength Cond Res 2026, PMID 42351367, n=19, one club/season, observational).

The retention index

For each player we take the mean per-minute output in the opening blocks (0–30 min) and the closing blocks (60–90 min) of the same match, and express the late value as a percentage of the early value:
TermMeaning
HSR retentionclosing HSR/min ÷ opening HSR/min
A+D retentionclosing (accel+decel)/min ÷ opening
Fatigue-Resistance Indexaverage of the two, in % retained
100% = output held; below 100% = it faded. Team median is 89%. Peak speed is shown as a separate flat reference — it is not part of the index because it does not decline.

How to use it

Primary (here, Game / post-match): the within-match 15-min data lives here, so the decline is computed here. Secondary (Daily Report, MD+1): show only the resulting flag — a low fatigue-resistance player is a candidate for an aerobic / threshold top-up in the week. Reuse the player baseline from xPO (own baseline > position norm); do not recompute it.

Two cautions

Substitutes look artificially resistant. A player who comes on after minute 60 is fresh, so their "retention" can exceed 100% (e.g. late subs here). Read the index together with minutes / substitution status — it shares that dependency with the substitute-deficit view. Deceleration capacity is not ranked here. Raw max-deceleration comparisons between players are biased by momentum (body mass × approach speed), and body mass is not yet in the export — so this panel ranks a player against themselves over the match, where mass cancels out, not player-vs-player deceleration ability (Deceleration Paradox, Lin et al., J Strength Cond Res 2026, n=80).

What is real vs demo here

Everything shown is real real: computed from the StatSports Game export, Period15 blocks (33 matches, 31 players, 1,856 blocks of ≥10 min, peak speed passed through the >36 km/h plausibility filter). No demo values.
References. "Aerobic Fitness Is the Main Determinant of Match-Related Physical Performance Decline (Part 2)" — J Strength Cond Res 2026, DOI 10.1519/JSC.0000000000005546, PMID 42351367. · Lin, Dos'Santos, Xu, Li & Turner, "The Deceleration Paradox" — J Strength Cond Res 2026;40(5):560–565, DOI 10.1519/JSC.0000000000005378, PMID 42017978.