Euro Truck Simulator 2 - London
Have you been looking to freshen up your trucks paint job with an original and modern livery? Look no further! Introducing the Super Stripes Paint Jobs Pack DLC, now available for Euro Truck Simulator 2.



These new unique and colourful designs have been hand-crafted by the talented artists here at SCS Software and chosen for their stylish look. This new pack includes six new paint jobs, which will be available for all current truck models and standard chassis options in ETS2. So how do they look? Here's your first preview of these new designs:

This will also be the very first paint job pack to feature predefined colour presets alongside a fully customizable colour palette, giving you, the driver, a wider array of options when customising your truck in the upgrade shop. Each of these colour presets have been created by our artists to suggest several alternate color combinations in addition to the default one upon choosing the paint job. 

We've been working on the colour presets feature for some time and we thought that there is no better way to introduce it than with the release of this new paint jobs pack. These new designs are among the first that can benefit from this new feature, offering having multiple predefined variations.


Since we didn't want to make this new feature exclusive to DLC owners, we have also created a few more colour presets for some of our existing base game paint jobs as well. We plan to add more of these colour presets to upcoming or already released paint jobs in the future.

We can't wait for you to get on the road and get creative with these new paint jobs. Be sure to share with us your first ride on the road, with the Super Stripes Paint Job Pack in ETS2, on our social media channels with the hashtag #SuperStripesDLC .  
https://store.steampowered.com/app/1415700/Euro_Truck_Simulator_2__Super_Stripes_Paint_Jobs_Pack/
Euro Truck Simulator 2 - London
Sound plays an incredibly important role in our simulator titles, especially in making the in-game world feel alive. With the implementation of  F-MOD, we have been adding new sounds to ETS2 & ATS with each new update to make the most of this powerful sound engine. However, some of the ambient sounds we have previously implemented in-game have become a bit dated.

So how do we bring new sounds to our games? By sending out our sound experts out into real-world of course! Recently two members of our team, Matej & Irenej, travelled to Spain & Portugal for the main purpose of recording new sounds for the upcoming ETS2 DLC release of Iberia. These new sound recordings will also be used in some areas to refresh older sounds used currently in our sim and used for upcoming future DLCs too.

So where exactly have they been and what have they recorded? We won't spoil everything in this update, but here is just a small glimpse of what our team of two have been upto.

Some of the locations visited include busy sea ports, cities, highways and rest stops to bring new and fresh sounds to their virtual in-game counterparts. They also visited near some of the more commonly found industries to capture some of the ambiances and sounds that these workplaces produce, some of these locations included power plants and local farms.

Just as important as capturing the sounds of the cities and industries are the sounds of nature. From the suttle sound of wind through the valleys to the tweeting of birds, these sounds play an important role in immersing players in their virtual surroundings.

The little details all make a difference and we cannot wait to implement these newly recorded sounds into our simulators in the future. We hope you enjoyed this brief update on the development of our current trucking titles and we look forward to sharing more with you in the near future! And don't worry, both Matej & Irenej have returned healthy, safe, and went through negative covid19 tests!

https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/
Euro Truck Simulator 2 - London
Iberia is enormous, measuring at over 580,000 square kilometers, truckers have a seemingly endless amount of road to drive on. Through mountains, cities, and forests, drivers often seek refuge from the sun and take the time to rest for the journey ahead at suitable rest areas and designated gas stations designed for truck drivers.



With Iberia being one of the leading logistic capitals of Europe, truck stops have become commonplace across the countries of Spain and Portugal. Our map and assets teams have paid special attention to the creation of gas stations and truck stops in our upcoming Iberia DLC for Euro Truck Simulator 2.

A large majority of these gas stations have been handmade with new prefabs and assets which can be placed by our map team manually. This allows our teams to create a variety of designs that can be crafted to match their real-life counterparts as closely as possible. These rest stops also will feature other AI drivers who will pull up for fuel and for a much-needed rest in the parking area.

From small country gas stations to large highway truck stops, drivers can relax knowing the next stop isn't too far away. While you are filling up, be sure to take a moment to add Iberia to your Steam Wishlist! It really helps support us and notifies you of its release in the future, thank you. Plus as always - check out our social media profiles (Facebook, Instagram, Twitter) because you may see there some additional and exclusive content not spotted here!

https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/
Aug 12, 2020
Euro Truck Simulator 2 - Timmy the Melon Thief 🍉
Lisbon is a historical city where the sun shines 290 days a year and the temperature rarely drops below 15°C. Featuring coastal views, great food, and more, it's no wonder millions of tourists visit the capital of Portugal each year.




Today, we are excited to share with you a gallery of work in progress screenshots from this important city which will be featured in our upcoming Iberia DLC for Euro Truck Simulator 2. As one of the few European capitals with a river and coastline, the city has a rich history of industrial maritime history.


Lisbon also holds the title of one of the oldest cities in Western Europe; in fact, only Athens is the only other city in Europe that is estimated to be older. So what can truckers expect to see when driving in Lisbon?


Well, we don't want to spoil it too much, but with a variety of industries such as shipyards and factories, there will be plenty of outgoing and incoming deliveries to be made. Drivers will also drive near some of the well-known landmarks, including 2 bridges that will connect travelers across the Tagus River.


So with sunshine, stunning views, and deliveries to be made, we are sure Lisbon will be one of the top of destinations on your list to visit when Iberia releases.

If you haven't already, be sure to add Iberia to Steam Wishlist! It really helps supports us and notifies you of its release in the future. You can also find a few exclusive content not found on this blog across our social media channels, so be sure to look out for them on our Facebook, Twitter, and Instagram.

https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/
Jul 30, 2020
Euro Truck Simulator 2 - London
The Iberian Peninsula is the second largest European peninsula by area; with an estimated 53 million residents, the demand for electricity is more than ever before. So what are Spain and Portugal doing to make sure that there is enough energy for everyone? One of the many ways they are achieving this is by using modern energy sources instead of using traditional ones such as coal to generate electricity.



One of the more popular modern energy sources are solar panels, which uses the sun's energy (which Iberia has plenty of) as way of creating electricity. Today, solar panels have become common place across a lot of towns and cities, but are most effective when large amounts of them are used together on a solar farm. These areas covered by thousands of solar panels provide a sizeable chunk of Spain and Portugal electricity.


Another source of energy typical for the Iberian Peninsula is from wind captured at turbine farms found on hilltops, in valleys, and even offshore. These powerful wind turbines can produce enough electricity to power around 1,500 homes each!


There are of course also other sources generating electricity to meet all of Iberia's demand and we are working hard to represent this important industry in the upcoming Iberia DLC for Euro Truck Simulator 2, which will include new prefabs such as the abovementioned solar power plants found across the peninsula.


If you are a big fan of what you see, please consider adding Iberia to your Steam Wishlist! It really does help us and we thank you for your on-going support.

https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/
Euro Truck Simulator 2 - London
After an exciting week for American Truck Simulator with the arrival of Idaho, we are happy to announce the arrival of the 1.38 update for Euro Truck Simulator 2!



We'd like to thank all those who took part in the open beta and contributed with bug reports and general feedback. We hope you can now begin to fully enjoy the various new features which are included within this update. So, what can you expect to find in the 1.38 update ETS2? Lets us give you a quick recap of the most significant changes.



First of all, one of the more significant changes that drivers will notice across the map at most major cities in the introduction of newly designed and unique truck brand dealerships. All dealerships locations across the Euro Truck Simulator 2 map have received a refresh, so make sure to re-discover them in-game as you drive past (it is well worth the stop!). 


The French city of Lille has also received a reskin in this update. Some of the main changes include updates to road junctions, which have been re-worked and created with more accurate layouts. Road signs and roads, in general, have also been updated with more accurate, realistic, and detailed textures, along with new buildings and assets. If you happen to be passing by on delivery, we recommend making some extra time to see Lille for yourself.


We are also excited to introduce the inclusion of a computer graphics technique for efficiently approximating ambient occlusion effects in real-time. Screen Space Ambient Occlusion, better known in its shorter form SSAO, creates shadows in the areas where objects connect, to give it a more natural and believable look in terms of lighting and shadows.

Less powerful GPUs may struggle to keep up at full quality, and with 400% or similarly high scaling selected, even mid-range machines would feel the impact on fps. If you are not happy with framerate after this update, please open the advanced graphics options in the game and try to find the right combination of scaling and SSAO quality for you. With a weaker GPU, it may be advisable to switch off SSAO completely.



This new feature can be better explained by one of our senior programmers, be sure to read a more in-depth post about the topic at our Under the Hood blog post here.


We are also happy to introduce a long-requested update to the RGB Color Picker which drivers use to paint their trucks when purchasing or tuning their truck. You now have the option to input specific color inputs (HSV, RGB, and HEX).

We know that many drivers like to match their truck colors the same across their whole fleet, so we hope this feature is useful to you.



There have also been changes made to our GPS Route Advisor, which now features a cleaner and more modern-looking UI allowing for a larger on-screen map view. That's not all, however, as we also added new information for drivers using checkpoints for their journeys.


Players will now be able to see useful information on their next checkpoint markers such as the distance to their next checkpoint, and their estimated time of arrival through their GPS and world map.


The DAF XF Tuning Pack has also received a small update which will now allow all DAF trucks chassis covers to be painted. We look forward to seeing how drivers will take advantage of this new customization on their DAF fleet as we know many drivers like to match their truck colours.


The FH Tuning Pack for Volvo Trucks has also received a small update based on feedback from our community. Drivers can also expect to find new tuning parts including front wheel covers, side deflectors with LEDs, stock front bumpers and rear top fenders with plastic and chrome options. 


This isn't the only change however, as we also have included new horn models to better reflect the reality of the design of air horns. To reflect actual truck setups properly, our vehicle team has added new "pins" on truck cabins that are specific for air horns. We did our best with the research to make sure their locations are chosen on proper references, mostly on factory defaults, of course, but also taking into account what we could find in tuning photos from truck festivals. You can read more about their addition on a previous blog post.


We are also happy to bring 3 new Special Transport routes for drivers to take on in our latest map expansion for Euro Truck Simulator 2, Road to the Black Sea.

These routes are:
Reșița to Târgu Mureș
İstanbul to Edirne
Pleven to Sofia

Each journey will come with its own challenges. So make sure to adhere instructions given on the GPS advisor and the speed limit which have been set out for you before your departure, as there is no room for mistakes!



This addition will come as a free update for owners of Road to the Black Sea and Special Transport for Euro Truck Simulator 2.
There is much more packed into this update! If you would like a more in-depth read of other features included in this update, take a read of our previous blog post for the 1.38 Open Beta.

MAP
  • Lille re-skin
  • Unique Truck Dealerships
  • Special Transport routes in Road to the Black Sea
  • Reșița to Târgu Mureș
  • İstanbul to Edirne
  • Pleven to Sofia

VEHICLES
  • Automatic transmission improved (shifting points, adaptive modes)
  • Paintable chassis covers for XF Tuning Pack
  • New tuning parts added to the FH Tuning Pack
  • Roof Horns (standalone mountable accessories)
  • Renault Trucks Range T AI vehicles added (4x2, 6x2)
FEATURES
  • Visual improvement - procedural ambient occlusion generation (SSAO)
  • Route Advisor redesigned
  • Navigation ETA to the next waypoint in route adviser and in world map
  • Tobii eye-tracking presets
  • RGB color picker redesigned
  • Added RGB, HSV and hex inputs
  • User defined color presets

SOUND
  • Update to FMOD 2.01.01
  • Individual horn sounds for each truck
  • Fixed the retarder sound when the engine is off
  • AI - exclusion of gear-shifts for trains and electric vehicles

[/b]For the legacy non-Steam edition of ETS2, the update should be ready in a few days.Some mods, however, may have not caught up yet - this update may effectively break them. So remember that you can always stay on 1.37 or an even older branch. The way to access and select them is: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 → Properties → Betas tab → select the version you want.
Euro Truck Simulator 2 - London
From narrow streets to old churches and impressive castles, Iberia is home to numerous historic villages and towns. No matter where you are traveling across the peninsula, you'll be sure to see a wide array of different architecture. In our upcoming DLC for Euro Truck Simulator 2, our teams have researched and created new buildings and assets to best represent the most commonly found architectural designs in Iberia.



While it is indeed difficult to write about all of the villages and architectural history found across the peninsula, there are many common designs you can spot when you are driving in Iberia. Namely, the orange terracotta roofs are found on most villas, houses, and buildings; which have been created from the abundance of clay extracted from quarries in the local region. The most common type of design of buildings is designed with white walls, stone floors, and windows with shutters to help keep out the heat.


However, not everything about Iberia is native. From Spanish Colonial (a combination of Native American and Moorish influences) to Neoclassical architecture, it is evident to see influences from around the world found in many of Spain and Portugal's buildings and landmarks.




So, don't forget to slow down and take a moment to enjoy the history and beautiful architectural design that can be found across both Spain and Portugal.



Taking a Siesta in the sun? Then don't forget to take a moment to add Iberia for Euro Truck Simulator 2 to your Steam Wishlist! It really helps supports us and our upcoming releases. Plus you can also visit our FacebookInstagram, and Twitter as you can find exclusive screenshots there! No lo lamentará ;)

https://store.steampowered.com/app/1209460/Euro_Truck_Simulator_2__Iberia/
Euro Truck Simulator 2 - London
Since the start of the 1.38 Open Beta for Euro Truck Simulator 2, our team has been hard at work in making various changes, improvements, and fixing bugs as reported by our community. Just like previous versions, you may find that the Open Beta branch of ETS2 has been updated multiple times during testing, to allow for any fixes to be re-tested. Sometimes, however, we include new additions that may have not made it in the first initial release.

Today, we are focusing on an update that was made recently to the ETS2 1.38 Open Beta. It includes a feature requested by the community for a long time, for more realism when it comes to the placement of roof air horns.



Way back when the game was released, we did not include any specific attachment points for roof horns on the truck models. Truck tuning options were much more limited than where we are now, and it's time to take care of another little debt. Placing the air horns on a roof bar, which was the only option until recently, really isn't that typical in reality. To reflect actual truck setups properly, our vehicle team has added new "pins" on truck cabins that are specific for air horns. We did our best with the research to make sure their locations are chosen on proper references, mostly on factory defaults, of course, but also taking into account what we could find in tuning photos from truck festivals.



This isn't the only change however, as we also have included new horn models to better reflect the reality of the design of air horns that you will find often on trucks across Europe.

So while we continue to work on the 1.38 update, we hope you will enjoy this new addition for your trucks. If you do take any screenshots from the Open Beta, make sure to share with us on our Instagram, Twitter, or Facebook, as we would love to see them!
Euro Truck Simulator 2 - Timmy the Duck Thief


Today we'd like to explain a new graphical feature that we are introducing to our games with update 1.38. The article is very technical - we have asked our programmers to help out, and the explanation is quite complex. However, we felt that it may actually be interesting for at least some of the people in our audience to be exposed to this material - to see that what is happening under the hood of a game engine involves a lot of research and hard work of our programming team. In addition to the technical details, we thought that providing the context and explaining the performance trade-offs may be useful and important for most of the players.


Jaroslav a.k.a. Cim (one of our brave and skilled programmers working on graphics improvements)

The TL;DR summary of the text below is that Screen Space Ambient Occlusion is a cool new but performance-heavy technique to enrich the rendering of our game world. You do not have to use it if you feel it lowers performance too much for your liking, or you may like it and can afford to trade a few frames per second for improved shadow and depth perception. The effect may be subtle, it mostly works on subconsciousness level, but once you get used to it, it may be hard to go back. It is another milestone in our lighting/shadowing improvements plan that we are now executing, to be followed by new HDR light processing and introduction of more normal-mapped surfaces in upcoming updates.



The technique has its limitations and quirks. It has been used by several AAA games in recent years, and even if it's not perfect, it helps the human perception system to understand the scene better, and we hope that adding it to the technology mix of our truck sims is beneficial. We will no doubt want to introduce additional ways of shadowing computation that will improve or even supersede it.


We are under constant pressure to improve the looks of our game by a vocal subset of our fan base. At the same time, there is always a desire to make the games run faster. On top of these sometimes competing requests coming from the playerbase, our very own art department is ever eager to get hold of new graphical toys to make our game richer and better. Whenever we introduce a new graphical feature into the game, we try to do it in a way that doesn't hurt the performance for players with older computers, we don't want to make the game incompatible for our existing customers. That's why there is an option to switch SSAO off completely, and several settings for its quality/performance.


The work of our programmers on the new SSAO/HBAO techniques also required changes to our art and art creation pipeline. All the 3D models in our games had to be revisited by the art department, and any instances, where any fake shadows and darkening were already applied to a model by an artist, were changed. For some more complex game models, this was a simplification that actually reduced the number of triangles in them enough to improve rendering performance. To some extent, we have traded a part of tentative future manual effort that would be needed for building individual good-looking 3D models for an algorithmic rendering pass that unifies the shadowing look for the whole scene, helping to "root" objects like buildings, lamp-posts, and vegetation to the terrain.


What SSAO stands for and how it works

Before we start - note that SSAO is a general acronym for "screen space ambient occlusion". The name encompasses all of the various ambient occlusion (AO) techniques and their variants that work in screen space (it means that they obtain all information at runtime from data that are rendered on the computer screen and into related memory buffers). There is SSAO (Crytek 2007 tech that basically gave a general name to all techniques), MSSAO, HBAO, HDAO, GTAO, and many more other techniques each using differently tuned approaches, each having its benefits and downsides. We have based our approach on a horizon-based technique called GTAO that was introduced in a 2016 paper by Activision.

The ambient occlusion (AO) name part means that we evaluate how much of incoming light (predominantly sky light, but sometimes the computed occlusion gets applied also to other lights) gets occluded at a particular place in the game world. Imagine that you are standing on flat ground - you would see the whole sky above, so there is 0% occlusion, the ground gets fully lit by the sky. Now imagine that you are at the bottom of a well - you would see only a small patch of sky, that means sky gets occluded almost 100% and contributes only a little to the ambient lighting in that well, and naturally it is quite dark at the bottom of the well. A specific level of ambient occlusion at a particular place affects lighting computations and creates shadowed areas in creases, holes, and other 'complex' places. It can get anywhere between 0% and 100% based on their surroundings.


Computing the occlusion in high detail and precision is resource-intensive; basically, you would need to shoot rays from any evaluated position in all directions and test whether they hit the sky or not, and then average the result. The more rays you shoot, the better information you get but at a greater computation cost. This process could be possibly processed off-line, like when the game map gets saved by its designer. Some games and engines use this approach. But that way you are only able to bake ambient occlusion information about static non-moving objects because there are no vehicles, no animated objects present at that time.

So instead of baking static information (which would also take a lot of time and storage space given the scale of our world map), we want to compute it on the fly, in run-time. That way we can compute it also for interaction with vehicles, opening bridges, animated objects, and so on. There is a catch though. For such a computation approach, we only have data that are visible on the screen (recall "screen space"), so once some part of the game world gets out of the visible frame, it can't be used for occlusion evaluation. This limitation creates various artifacts such as disappearing occlusion on a wall originally caused by an object that just got behind the edge of the screen and thus became invisible not just for you but also for the algorithm, so it ceased to contribute to occlusion computation.


Ok, now we know what to evaluate (ambient occlusion) and we know what data we have (what we see on screen). What do we do? Well, for each pixel on the screen (that is 2 million pixels in HD resolution, times four(!) in 400% scaling!) our shader code needs to query the z-buffer value of its surrounding pixels trying to get a notion of the geometric shape of the area surrounding it. We can do only a limited number of these "taps" as there is a steeply increasing performance cost with increasing tap count, this is an operation that is really taxing the 3D accelerator. The limit on the number of taps, in turn, affects the ambient occlusion precision (and in certain situations may create inaccuracies and banding). Imagine that you want to evaluate your surroundings on a 2-meter straight line, and are willing to spend 8 taps to approximate it. You query the line every 25 centimeters, and any detail smaller than that may happen to be totally unnoticed unless you are lucky and hit it spot on (or unlucky, because you may miss it the next frame so the surroundings would suddenly appear to change between frames and cause flickering). The further your algorithm probes, the less precise it is. So you need to limit the size of an area you analyze around each game pixel which in turn limits how far the AO 'sees' - that is why it is not suitable for computing occlusion in large spaces like under bridge arches.


We have mentioned that the technique of our choosing is horizon-based. This means that we are not probing the environment by shooting rays in the 3D world, instead, we analyze a hemisphere above/around each pixel to see how far it opens up until it is blocked, how much light is let in by the surrounding geometry using the z-buffer as our proxy. The hemisphere is actually approximated by several runs along a line rotated around the given pixel. If we can follow along this hemisphere in full, there is no occlusion. If the algorithm taps a value in the z-buffer that would block incoming light, it defines the level of occlusion. The algorithm is optimized for performance but its limitation is that once it hits anything, even possibly a small object, it stops probing any further. This may cause an "over occlusion" problem and may be spotted as a visual artifact when some relatively thin object such as a traffic sign post causes strong occlusion on a nearby wall. You can try to detect such small objects and skip them, which in turn may produce "under occlusion" on thin ledges. We have opted for the former.


There is also another interesting and useful property of horizon based techniques. Depending on how much of a hemisphere above a given pixel is occluded, you can compute the direction that is least occluded. The amount of occlusion can be thought of as an ice cream cone with varying apex angle oriented in that direction. This direction is called a "bent normal" and we use it for various light computations like for occluding a reflection on shiny surfaces. The idea is that if you look at the surface and the mirror-reflected direction gets out of this cone, we consider it (at least partially) occluded, tuning down the reflection intensity. The best way to see that effect is to look at bigger and round chrome parts, like the diesel tanks, with SSAO on and off.


So you see, the idea is not that hard, for an expert graphics programmer anyway ;), but there is a lot of computation involved, putting quite some strain on the 3D accelerator. So we have created several performance profiles, each using a mix of optimization techniques:

  • Using less taps per direction - it is faster but lets AO miss bigger objects than with finer sampling.
  • Reprojecting AO results from the previous frame - it lets us hide the artifacts from undersampling, but may create ghosting when reprojection fails (when what you see between frames changes a lot).
  • Rendering in half-resolution - reduces the number of computations to 1/4 but creates less fine AO - the result may be slightly blurry shadowing

We hope that all this info was interesting and useful for you. We're sending you a virtual high-five if you read this article to this point. You deserve a cookie and a big cup of hot chocolate! If you still want to get more details about this topic, feel free to check for example this link.

Thank you for your time and support and we will see you again at some of the next articles from the "Under the Hood" section we bring for our #BestCommunityEver from time to time.

Also, don't forget that the Steam summer sale is ending soon! Check out our developer page.
Jun 26, 2020
Euro Truck Simulator 2 - London
Following up from the Announcement of the ATS 1.38 Open Beta,  we are excited to offer the community a glimpse of the upcoming 1.38 version's improvements, fixes, and new functionality for Euro Truck Simulator 2.

It will still take at least several weeks before the full 1.38 release; please keep in mind that this is the first raw open beta, and very much still a work-in-progress build. If you want to take it for a spin, you can help contribute by reporting any bugs you may encounter over at the appropriate section of our official forums. Your feedback and reports are extremely valuable for our team and we thank you in advance for taking the time to help us out.

So, what can you expect to find in the 1.38 Open Beta for ETS2? Let's take a closer look!



First off, the city of Lille has received a reskin, which includes new road networks, updates to existing junctions, more detailed scenery, and the inclusion of newer vegetation, terrain textures, and much more!



Some of the main changes include updates to road junctions have been re-worked to be based on more true-to-life layouts. Road signs and roads in general have also been updated with more accurate, realistic and detailed textures.

You can find a dedicated blog post on the subject which showcases many of the changes found in and around the city. But the best way to see it all is to see the city for yourself! So be sure to make that trip to Lille and let us know what you think through our social media channels.

Another significant change that has been made in 1.38 is to the various truck dealerships located across Europe. Each represented truck brand now has its own unique dealership design. All dealerships locations across the Euro Truck Simulator 2 map have received a refresh, so make sure to re-discover them in-game as you drive past (trust us, it is well worth the stop!).

We are also excited to introduce the inclusion of a computer graphics technique for efficiently approximating ambient occlusion effects in real-time. Screen Space Ambient Occlusion, better known in its shorter form SSAO, creates shadows in the areas where objects connect, to give it a more natural and believable look in terms of lighting and shadows.

So what exactly does this feature mean for our players? To break it down as simply as possible, SSAO adds missing shadows where they should have been and improves shadowing in general. It also improves the look of glossy surfaces (such as paint and chrome).



SSAO improves the driving experience and overall visual look of the game, however, this comes with an impact on performance. Technically, it is a post-processing pass on the whole rendered screen at the full internal resolution, so a lot of maths for each pixel.

Less powerful GPUs may struggle to keep up at full quality, and with 400% or similarly high scaling selected, even mid-range machines will feel the impact on fps. If you are not happy with framerate after this update, please open the advanced graphics options in the game and try to find the right combination of scaling and SSAO quality for you. With a weaker GPU, it may be advisable to switch off SSAO completely.

The easiest way to explain to you the benefits of using SSAO is by showing you a range of comparison images, take a look! Keep an eye or two on our blog because we plan to bring you more info about the SSAO in its own dedicated article soon!

We are also excited to introduce a long-requested update to the RGB Color Picker which drivers use  when purchasing or tuning their truck to paint it. You now have the option to input specific color codes (HSV, RGB, and HEX).

Also, in addition to saving color presets for just a single color, the color picker now supports saving a preset for all paint job colors at once. This way a player can store and easily try out a saved color set with other paint jobs. With this feature, we have also extended number of user-defined color swatches from 8 to 40, for your coloring pleasure.

We know that many drivers like to match their truck's colours across their whole fleet, so we hope this feature is useful to you.



The DAF XF Tuning Pack has also received a small update which will now allow all DAF trucks chassis covers to be painted. We look forward to seeing how drivers will take advantage of this new customization on their DAF fleet as we know many drivers like to match their truck colours. Be sure to tag DAF Trucks and SCS Software on our social media channels with photos of your newly painted vehicles.

There have also been changes made to our GPS Route Advisor, which now features a cleaner and more modern-looking UI allowing for a larger on-screen map view. That's not all however, as we also added new information for drivers using checkpoints for their journeys.

Players will now be able to see useful information on their next checkpoint marker such as the distance to their next checkpoint, and their estimated time of arrival through their GPS and world map.

On the subject of maps, this open beta also includes a lot of bug fixes across the whole ETS2 map. Many of these bugs were reported from players from our community, so thank you for your reports! They really do help make a difference for others to enjoy a more smooth and immersive gameplay.

The FH Tuning Pack for Volvo Trucks have also received a small update based on feedback from our community. Drivers can also expect to find new tuning parts including front wheel covers, side deflectors with LEDs, stock front bumpers and rear top fenders with plastic and chrome options. 

We are also happy to bring 3 new Special Transport routes for drivers to take on in our latest map expansion for Euro Truck Simulator 2, Road to the Black Sea. These routes are:
  • Resita to Targu Mures
  • Istanbul to Edirne
  • Pleven to Sofia
Each journey will come with its own challenges. So make sure to adhere instructions given on the GPS advisor and the speed limit which have been set-out for you before your departure, as there is no room for mistakes!

This addition will come as a free update for owners of Road to the Black Sea and Special Transport for Euro Truck Simulator 2.

MAP
  • Lille re-skin
  • Unique Truck Dealerships
  • Special Transport routes in Road to the Black Sea
    - Resita to Targu Mures
    - Istanbul to Edirne
    - Pleven to Sofia
VEHICLES

  • Automatic transmission improved (shifting points, adaptive modes)
  • Paintable chassis covers for XF Tuning Pack
  • Fixed steering deadzone
  • New tuning parts added to the FH Tuning Pack
FEATURES
  • Visual improvement - procedural ambient occlusion generation (SSAO)
  • Route Advisor redesigned
  • Navigation ETA to the next waypoint in route adviser and in world map
  • Tobii eye tracking presets
  • RGB colorpicker redesigned
    -Added RGB, HSV and hex inputs
    -Predefined color presets
SOUND
  • Update to FMOD 2.01.01
  • Individual horn sounds for each truck
  • Fixed the retarder sound when the engine is off
  • AI - exclusion of gear-shifts for trains and electric vehicles
So enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, kinks, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to move there faster, we'll appreciate all of your feedback on our forum and your bug reports in this section.Please check our modding wiki to get details pertaining to mods for the game.If you wish to participate in the open beta, you can find this version in the public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 → Properties → Betas tab → public_beta → 1.38 public beta. No password required.
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