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ETS2 settingsPATCH 2026.10.15

Best Euro Truck Simulator 2 Settings for Performance and Graphics

By VGSources Team 11 min read

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The best Euro Truck Simulator 2 setup is a stable, version-aware baseline rather than one universal preset: run the monitor’s native resolution in fullscreen, cap the frame rate to what your computer can hold consistently, keep textures and anisotropic filtering high when VRAM allows, and tune scaling, mirrors, shadows and lighting in that order. At 1080p, start around 100–200% scaling; at 1440p or ultrawide resolutions, increase it only while frame pacing remains smooth.

When cab-view performance falls, reduce mirror resolution before sacrificing texture quality. Use TAA or SMAA when available, then correct TAA softness with sharpening or luma controls before raising scaling. The same route, weather, traffic and mod list must be used for every change, because scene density and add-ons can change the result more than a nominal preset.

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Why there is no single best ETS2 preset

Euro Truck Simulator 2 performance depends on the combination of CPU, GPU, monitor resolution, refresh rate, scene density, traffic, downloadable content and mods. A setting that is comfortable on an empty highway can stutter in a city, at a busy junction or in a rainstorm. The useful target is consistent frame pacing: a lower frame rate that stays steady usually feels better than a higher number that repeatedly drops.

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Judge a profile on five practical axes:

  • stable frame rate and frame pacing;
  • edge flicker and image sharpness;
  • how useful and readable the mirrors remain;
  • shadow and night-light quality; and
  • headroom for traffic, DLC and mods.

There are no authoritative, cross-hardware FPS percentages in the official material. Do not expect a setting to deliver a fixed gain. Record your own results with your hardware, game version, resolution, route, weather and mod list.

Recommended starting profile

Area Starting choice How to adjust
Display mode Monitor-native resolution in fullscreen Keep this fixed while tuning other options.
Frame rate Cap at a value the system can hold consistently Lower the cap if the frame time repeatedly spikes.
Scaling About 100–200% at 1080p Increase only while frame pacing remains stable; test higher values carefully at 1440p or ultrawide resolutions.
Anti-aliasing TAA or SMAA when available Use TAA sharpening or luma controls to address softness before increasing scaling.
Textures High when the GPU has enough VRAM Lower only after checking mirrors, shadows and scene settings.
Anisotropic filtering High It improves road and surface clarity at oblique viewing angles and is usually a better first choice than reducing texture quality.
Mirrors Keep useful, but tune before textures Lower mirror resolution first, then mirror distance or quality if cab-view FPS drops.
Shadows and lighting High or ultra only with GPU headroom Reduce shadow quality, far shadows, SSAO and visibility ranges in that order when GPU load or stutter is excessive.
Environment Retain current values until the major costs are addressed Reduce vegetation, grass density, weather quality and pedestrian visibility after mirrors and shadows if the scene remains GPU-bound.

Set up a repeatable baseline

  1. Choose one test route. Use a section that includes the problem you want to fix: a city approach for traffic and mirrors, a night drive for lighting, or a rural road for vegetation and draw distance. Keep the weather, time of day, traffic settings and mod list unchanged between tests.
  2. Note the version. Record the ETS2 version and whether the profile uses map, weather, traffic or graphics modifications. Updates can change defaults and rendering behavior, so a result from one version is not automatically transferable to another.
  3. Run native fullscreen. Select the monitor’s native resolution and fullscreen mode. This removes a variable while you compare scaling and quality settings.
  4. Choose a sustainable cap. Cap the frame rate at a level the system can maintain through the chosen route. A cap that is slightly below an unstable peak can produce cleaner steering, mirror updates and camera movement.
  5. Change one setting at a time. Drive the same section after each change and write down the visual difference, the frame-time behavior and whether the problem moved to another part of the scene.

Scaling and anti-aliasing: sharpness without unnecessary load

Start at a sensible scaling range

Scaling increases the number of pixels ETS2 renders before displaying the image. At 1080p, begin around 100–200% and stop increasing as soon as frame pacing becomes inconsistent. At 1440p and ultrawide resolutions, the base pixel count is already higher, so test increases more cautiously. A higher percentage is not automatically sharper in practice if it causes stutter, temporal artifacts or a lower cap.

Use TAA before pushing scaling higher

SCS Software added Temporal Anti-Aliasing in version 1.50. The technique uses previous frames to calculate color values “as if from a higher resolution,” reducing jagged edges and flicker. TAA can make foliage, wires and distant road markings calmer, but its reconstruction may look soft at some scaling values. Adjust the available TAA sharpening or luma control first; only then decide whether more scaling is worthwhile.

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When TAA is unavailable or its motion behavior does not suit your setup, SMAA is a reasonable alternative. Compare both on the same moving scene rather than judging from a parked truck: temporal methods can look different while driving than they do in a static screenshot.

Recognize the trade-off

  • More scaling can improve fine detail but raises GPU work and heat.
  • TAA can reduce flicker but may soften the image if sharpening is too low.
  • Excessive sharpening can create halos and shimmering, so stop when road signs and cab edges look clean without bright outlines.

Mirrors: the first place to look for cab-view stutter

Each mirror shows an additional view of the world. In a cab, several mirrors may be visible at once, so mirror rendering can become a practical bottleneck even when the forward view looks smooth. If FPS falls as soon as you look into a mirror, do not immediately lower texture quality across the whole game.

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  1. Lower mirror resolution first. This reduces the cost of each additional view while preserving the main forward image.
  2. If stutter remains, reduce mirror distance. Distant geometry no longer needs to be drawn in every reflection.
  3. Then reduce mirror quality if that control is separate in your version.
  4. Retest in a city or junction, where mirror views contain the most traffic and geometry.

These changes can preserve dashboard, road and truck texture detail better than a broad texture reduction. Keep a setting only if the mirrors remain useful for lane changes and reversing; an unreadable mirror is not a successful optimization.

Shadows, far shadows and lighting

Use a deliberate reduction order

Shadows affect both daytime depth and nighttime readability, but high settings can consume substantial GPU headroom. If the GPU is close to full load or frame time spikes in dense scenes, reduce shadow quality first, then far shadows, SSAO and visibility ranges. This order protects the most noticeable nearby lighting while removing expensive distant work.

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Version 1.50 improved cascaded shadows and added optional far shadows and clustered lighting. The result is more control over how shadow detail and lighting are distributed, but the best combination still depends on resolution and hardware. Keep high or ultra shadows only when the GPU has room after scaling and mirrors are stable.

Night driving checks

  • Test a dark route with headlights, street lamps and traffic rather than relying on a midday comparison.
  • Watch for shimmering on shadow boundaries and sudden frame-time spikes when entering lit areas.
  • If night performance is the problem, reduce the shadow and visibility options before cutting texture quality.

Textures and filtering

Texture quality controls the detail stored in surfaces such as road materials, signs, trailers and buildings. Keep it high when VRAM permits because lowering it affects the entire image and does not specifically target mirror or shadow costs. If you see texture pop-in or severe stutter caused by VRAM pressure, lower texture quality one step and retest the same route.

Anisotropic filtering improves the clarity of roads and other surfaces viewed at oblique angles. Keeping it high generally gives more useful detail on long road planes than spending the same performance budget on excessive scaling. Inspect lane markings and pavement several truck lengths ahead when comparing filtering levels.

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Environment settings after the major bottlenecks

Once scaling, mirrors and shadows are under control, tune scene density. Vegetation and grass density add geometry across large areas; weather quality can increase effects and overdraw; pedestrian visibility adds moving objects in urban scenes. Reduce these settings only as far as needed, because each change removes a different part of the simulation’s visual character.

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  • Vegetation and grass: lower them when rural routes or fields cause GPU-bound spikes.
  • Weather quality: test rain and other effects directly; a clear-weather test can hide the cost.
  • Pedestrian visibility: reduce it for city performance when people are not important to your driving view.

Visibility ranges can also affect CPU and GPU work. If a distant-scene change produces little visible benefit but large frame-time swings, prefer the lower range and preserve stable pacing.

Three useful profiles to compare

Profile Scaling and AA Mirrors Shadows and environment Best use
Balanced 100–200% at 1080p with TAA or SMAA; tune sharpening before adding scaling Lower resolution first if cab-view FPS drops High where GPU headroom allows; reduce far shadows and SSAO when needed Daily driving with a mix of cities and highways
Clarity-first Use the highest scaling that keeps frame pacing stable; TAA sharpening or luma adjusted to avoid softness Retain useful distance and quality unless mirrors cause drops Keep nearby shadow detail; trim distant options only when required Single-player cruising where image detail matters most
Performance-first Start near the lower end of the 1080p scaling range with TAA or SMAA Reduce resolution, then distance and quality Lower shadow quality, far shadows, SSAO and visibility ranges in sequence Busy cities, heavy traffic, high-resolution displays or modded maps

These are tuning strategies, not guaranteed FPS tiers. Select the profile that leaves enough headroom for the route and mod combination you actually drive.

How to stop flicker, shimmer and temporal artifacts

Jagged or flickering edges

Enable TAA or SMAA when available. TAA is designed to reduce jagged edges and flicker by using information from earlier frames. If flicker persists on fences, vegetation or wires, compare TAA with SMAA at the same scaling and inspect the scene while moving. Do not raise scaling and change anti-aliasing simultaneously, or you will not know which change helped.

Soft or blurry image

  1. Keep the native display resolution.
  2. Adjust TAA sharpening or luma gradually.
  3. Check that scaling has not been set unusually low for the display.
  4. Only then test a higher scaling value, watching frame pacing rather than a single FPS reading.

Shimmering after sharpening

Back off sharpening if fine lines develop bright halos or crawl during motion. Temporal anti-aliasing should calm edges; an aggressive sharpening value can reintroduce the very shimmer it was meant to remove.

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Mods and updates can invalidate a previously good setup

Map, weather, traffic and graphics mods can alter the final visual and performance result. Retest after adding, removing or updating a mod, even when the in-game slider values are unchanged. Use the same baseline route before and after the change so you can identify whether the mod affected draw distance, weather effects, traffic density or asset complexity.

Version 1.55 added example screenshots beside graphics options, allowing you to inspect each setting’s visual effect directly in the options menu. Use those previews to identify what a slider changes, then verify the cost in motion on your test route. SCS Software has also described async loading as an experimental change intended to improve performance, stability and the driving experience; treat behavior as version-sensitive and retest after updates rather than assuming a universal result.

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Hardware choices that affect the target

Monitor resolution

A 1440p or ultrawide monitor renders more pixels than 1080p before scaling is applied. Start conservatively, establish a stable cap and increase scaling only when the GPU can sustain it. A stable native-resolution image is preferable to an unstable combination of high scaling and a fluctuating frame rate.

GPU headroom

If you cannot sustain your desired scaling, TAA clarity and shadow quality together, the limiting factor may be GPU capacity rather than a single bad slider. Before considering an upgrade, lower mirrors and distant shadows and test the result. If the same route remains GPU-bound with sensible settings, a future GPU upgrade is the direct way to create more headroom; the required model depends on your resolution, refresh target and budget.

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CPU and scene density

Traffic, pedestrians, dense cities and complex mods can create CPU-side limits that a lower resolution does not fix. If lowering scaling barely changes frame time while city scenes still stutter, reduce traffic or environment density where those controls exist and test an unmodded route for comparison.

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Wheel and pedal hardware

A USB PC racing wheel and pedal set is a task-enabling accessory for ETS2 rather than a graphics upgrade. SCS’s 1.50 notes discuss improved interface use with a gamepad or steering wheel. Before buying or configuring one, verify current USB support, pedal mapping, wheel rotation behavior and marketplace stock for the exact device and operating system. A correctly mapped wheel can make a stable frame rate feel more controllable, but it will not remove GPU or CPU limits.

Troubleshooting by symptom

Symptom First checks Next change
FPS drops when mirrors are visible Mirror resolution and cab-view location Reduce mirror distance, then mirror quality.
Stutter in cities or junctions Frame pacing, traffic, pedestrians and mod list Reduce visibility ranges or environment density; check for CPU limits.
Night-time hitching Shadow quality, far shadows, SSAO and lighting load Reduce those options in the listed order.
Soft image with stable FPS TAA sharpening or luma and current scaling Adjust sharpening first, then test a small scaling increase.
Flickering fences or foliage TAA/SMAA choice and motion test Compare anti-aliasing modes at identical scaling.
Texture pop-in or VRAM-related hitching Texture quality and route assets Lower texture quality one step and retest before changing unrelated options.
Performance changed after an update Version number, defaults and mods Rebuild the baseline with one-setting-at-a-time tests.

How to measure your own result

Use the same route segment, camera view, weather, time, traffic and mod list for each comparison. Let the truck reach the same speed and repeat a difficult section several times. Record the frame-rate cap, whether pacing is smooth, and the visual issue you were targeting. A single peak FPS number is not enough: a profile that briefly reaches a high value but stutters at every junction is worse for long-haul driving than a lower, consistent cap.

When publishing or sharing measurements, include the GPU, CPU, RAM, monitor resolution, ETS2 version, graphics settings, route, weather and mods. Without those details, an apparent gain cannot be compared reliably with another player’s result.

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Bottom line

Start with native fullscreen resolution, a sustainable frame-rate cap, 100–200% scaling at 1080p, TAA or SMAA, high textures and anisotropic filtering. If performance falters, lower mirror resolution before touching textures, then reduce mirror distance or quality. Next trim shadow quality, far shadows, SSAO and visibility ranges, followed by vegetation, grass, weather and pedestrian density. Tune one variable at a time on the same route, and repeat the process after updates or mods. That method produces a sharper, steadier ETS2 image than chasing a preset designed for different hardware.

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