The Tool Desk
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This order protects image quality while targeting the settings that most often cause cab-view drops, stutter and flicker. Your processor, graphics card, monitor resolution, traffic, map, weather and mods all change the result, so tune with the same route and weather after each individual adjustment.
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A practical baseline profile
Use this profile as a starting point rather than a promise of a particular frame rate. The values are intentionally ranges because exact defaults and performance impact vary by game version and hardware.
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| Option | Starting point | Why |
|---|---|---|
| Resolution and display mode | Monitor-native resolution; fullscreen | Avoids scaling artifacts and gives the renderer a predictable workload. |
| Frame-rate limit | A value the system can sustain in the busiest route you drive | Consistent pacing feels smoother than a higher but unstable peak. |
| Scaling | About 100–200% at 1080p; test cautiously above that at 1440p or ultrawide | Higher scaling multiplies rendered pixels. |
| Anti-aliasing | TAA or SMAA enabled when available | Reduces jagged edges and temporal flicker. |
| TAA image controls | Adjust sharpening or luma before increasing scaling | Recovers clarity with less GPU cost than rendering every pixel again. |
| Textures | High if VRAM is sufficient | Texture quality usually affects memory more than raw GPU shading speed. |
| Anisotropic filtering | High | Keeps roads and surfaces clearer at oblique angles. |
| Mirrors | Lower mirror resolution first; then distance or quality | Each mirror adds additional scene views. |
| Shadows and lighting | High only with GPU headroom | Shadows, far shadows, SSAO and visibility ranges can be expensive. |
| Environment | Reduce vegetation, grass, weather or pedestrian visibility after mirrors and shadows | These are useful secondary reductions when the scene remains GPU-bound. |
Apply one change at a time. Record the frame rate and whether frame delivery feels even, rather than judging only the maximum number shown by an overlay.
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How to identify your bottleneck before changing options
Drive a repeatable route that includes a city entrance, open highway and a busy junction. Use the same weather, time of day and traffic conditions for every comparison. Watch both the average frame rate and the moments when the cab view becomes uneven.
- GPU-limited behavior: lowering scaling, shadows or ambient effects produces an immediate improvement, while the processor is not fully occupied.
- CPU-limited behavior: dense traffic, cities and complex mod maps cause drops that barely respond to resolution changes. Reducing view distance, traffic-related density or mod complexity is more effective.
- Memory pressure: hitching appears when entering new areas, textures pop in or the operating system begins swapping. Lower texture quality only after checking that graphics memory is the problem.
- Frame-pacing problem: the frame-rate counter looks adequate but motion is uneven. A sensible cap, fullscreen mode and fewer background tasks can help more than lowering every quality setting.
There are no authoritative cross-hardware FPS percentages for these options. Any gain depends on your graphics card, processor, resolution, game build, route and installed content.
Set resolution, fullscreen and frame pacing first
- Open the game’s graphics options and select the display’s native resolution.
- Choose fullscreen if you want the most direct presentation and the most predictable frame pacing. Use borderless only when you specifically need quick desktop switching and it behaves well on your system.
- Drive your repeatable test route and note the lowest sustained performance in cities and at junctions.
- Set a frame-rate cap below the level that regularly collapses. A stable cap is preferable to allowing the rate to swing between a high peak and severe drops.
Do not use a lower desktop resolution simply to raise the counter if the resulting image is soft or proportionally stretched. Change internal scaling separately so you can tell whether the workload or the display mode is responsible for a difference.
Scaling and anti-aliasing: sharpness without wasted pixels
Choose scaling in the right order
At 1080p, begin around 100–200% scaling. Increase it only while frame pacing remains stable. At 1440p and on ultrawide displays, the base pixel count is already higher, so test increases more cautiously. Scaling multiplies the number of pixels the game renders before presenting the final image; a value that is comfortable at 1080p can be excessive at a wider or denser display.
Use TAA to control flicker
Version 1.50 introduced Temporal Anti-Aliasing (TAA). SCS Software describes it as using previous frames to calculate color values “as if from a higher resolution,” reducing jagged edges and flickering. TAA is especially useful on thin geometry, wires, vegetation and distant road details that shimmer while the truck moves.
Enable TAA when your build exposes it, or use SMAA when TAA is unavailable or its motion treatment is unacceptable. TAA can look softer than a high-scaling image, so adjust its sharpening or luma control first. Only raise scaling after the image is acceptably sharp and the GPU still has headroom.
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Diagnose TAA softness and ghosting
- If stationary signs and dashboard details look blurred, increase the available TAA sharpening or luma control in small steps.
- If moving vehicles or vegetation leave trails, reduce the sharpening extreme, test SMAA, and compare the same moving scene rather than a static garage view.
- If distant lines still flicker, confirm that TAA is actually enabled after changing presets and test a modest scaling increase only if the frame-rate cap remains reliable.
Do not judge anti-aliasing from a screenshot alone. Temporal methods need motion to reveal both their reduction in flicker and their possible ghosting.
Mirrors: the first setting to lower for cab-view drops
Mirrors render additional views of the world, so they can be a practical bottleneck even when the forward view appears comfortable. They are also repeatedly updated while you drive, making their cost visible as stutter near traffic, depots and junctions.
- Lower mirror resolution one step.
- Repeat the same cab-view test with traffic behind you.
- If drops remain, reduce mirror distance or mirror quality.
- Only then consider broader reductions to textures or the main resolution.
This sequence often preserves the forward image better than immediately reducing texture quality. A lower mirror resolution affects a smaller part of the screen, while low textures can make the whole cab, road and scenery look muddy.
Mirror flicker and broken reflections
Check that the anti-aliasing mode and scaling did not change when you adjusted mirrors. Compare mirrors with the same weather and time of day, because rain, darkness and dense traffic alter the reflected scene. If a graphics or weather mod changes mirror behavior, disable it temporarily and retest on the unmodified route before deciding that the base setting is at fault.
Shadows, far shadows and lighting
Shadows affect both daytime depth and the appearance of street lighting at night. Keep high or ultra shadow quality only when the GPU has clear headroom in the busiest areas you use.
When GPU load or stutter is excessive, reduce options in this order:
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- Shadow quality.
- Far shadows.
- Screen-space ambient occlusion (SSAO).
- Shadow or lighting visibility ranges.
Version 1.50 improved cascaded shadows and added optional far shadows and clustered lighting. These features can improve scene depth, but their cost depends on resolution, scene complexity and the number of visible lights. Compare a sunny city, a rural road and a night drive before settling on a setting. If night lighting is your priority, retain the highest shadow and lighting level that does not break your frame-rate cap, then reduce distant or ambient effects before removing all shadow detail.
Textures and anisotropic filtering
Keep texture quality high when your graphics memory permits. Texture settings primarily determine the resolution of surface assets and can cause memory-related hitching when set beyond what the card can hold. If you see texture pop-in, long area transitions or operating-system swapping, lower texture quality one step and repeat the route.
Anisotropic filtering can generally remain high. It improves the clarity of roads, lane markings and ground surfaces viewed at shallow angles, where ordinary filtering becomes blurry. It is usually a better value than spending the same performance budget on excessive scaling, although the exact cost still depends on the graphics hardware and driver.
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Environment, vegetation and weather
After mirrors and shadows, reduce environmental density if the forward view is still GPU-bound. Vegetation and grass density add many small objects, while weather quality can increase particles, reflections and overdraw. Pedestrian visibility matters most in dense urban scenes.
- Vegetation: lower it when forests, fields or roadside plants cause sustained drops.
- Grass density: reduce it if open-country scenes are the problem rather than cities.
- Weather quality: test rain and wet roads separately from clear weather.
- Pedestrian visibility: reduce it when city scenes are the only locations that miss the cap.
- Visibility ranges: shorten them when distant objects and shadows, rather than close detail, dominate GPU time.
These changes are scene-dependent. A setting that helps a heavily wooded map may do almost nothing on an empty highway, which is why one repeatable route cannot represent every drive.
Presets for different priorities
| Profile | Scaling and AA | Mirrors | Shadows and environment | Best for |
|---|---|---|---|---|
| Balanced clarity | 100–150% at 1080p; TAA with moderate sharpening | Medium resolution; normal distance | High shadows if stable; high textures and filtering | Most systems seeking a clear forward view and dependable pacing |
| Performance-first | 100% scaling; TAA or SMAA | Low resolution; reduced distance | Medium shadows, no far shadows, reduced SSAO and visibility | Entry-level GPUs, busy cities or high traffic |
| High-fidelity | 150–200% at 1080p, or a carefully tested equivalent at higher resolutions | High, only if cab-view pacing remains consistent | High or ultra shadows, far shadows and stronger environment detail | Systems with substantial GPU headroom and sufficient VRAM |
| Ultrawide/1440p cautious | Start near native scaling; raise in small steps with TAA | Lower before reducing the main image | Retain textures; trim shadows and visibility ranges first | Displays whose wide or dense pixel area makes scaling expensive |
The comparison is about priorities, not guaranteed frame-rate tiers. A fast processor with a modest GPU may need the performance-first mirror and shadow choices, while a powerful GPU paired with a busy traffic simulation can remain CPU-limited.
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Fixing common stutter and flicker symptoms
Cab-view stutter but acceptable forward-road quality
Lower mirror resolution, then mirror distance or quality. If the problem is limited to cities, test traffic and environmental density next. Keep textures unchanged unless you have evidence of graphics-memory pressure.
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Enable TAA or SMAA, verify that the game retained the selection, and compare a moving scene. If TAA is soft, tune sharpening or luma before increasing scaling. A small scaling increase can help only after the frame-rate cap remains stable.
Night driving is uneven
Test shadow quality, far shadows, SSAO and lighting visibility in that order. Night scenes expose the cost of many lights, reflections and shadow cascades, so a setting that is smooth at noon may not hold after dark.
Hitching when entering new areas
Check texture quality and available graphics memory, then compare an unmodified route. If the hitch began after installing a map, weather or graphics mod, retest without that mod and reapply changes one at a time.
Good average FPS, uncomfortable motion
Use fullscreen, cap the rate below the unstable peak and close background workloads. A lower, consistent target is normally preferable to a counter that repeatedly reaches a high value and then falls.
Mods and updates can change the result
Any map, weather or graphics mod can alter the final visual and performance behavior. Re-run your baseline after adding or updating one. Keep a note of the game version, resolution, scaling, anti-aliasing mode, route, weather and mod list so you can identify which change introduced a problem.
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Version 1.55 added example screenshots beside graphics options, allowing you to inspect each setting’s visual effect directly in the menu. Use those previews as a visual reference, then confirm the choice in motion on your own route. SCS Software has also described asynchronous loading as an experimental change intended to improve performance, stability and the driving experience; treat it as version-sensitive and evaluate it after updating rather than assuming identical behavior across builds.
Controls and a hardware upgrade path
A USB PC racing wheel and pedal set is a task-enabling accessory for ETS2 rather than a graphics setting. SCS’s 1.50 notes discuss improved interface use with a gamepad or steering wheel. Before buying any wheel, verify current USB support, pedal mapping, wheel-rotation range and marketplace availability for your operating system. Correct calibration and a comfortable rotation angle can make a stable 60-frame experience feel better than an unstable high-rate setup.
If you cannot sustain the scaling, TAA and shadow quality you want after lowering mirrors and secondary effects, a graphics-card upgrade is the direct hardware path. Match the upgrade to your monitor resolution and desired cap; buying for a higher pixel count than you actually use wastes potential, while insufficient graphics memory can recreate hitching even when shader performance is adequate.
A repeatable tuning checklist
- Record your game version, display resolution, route, weather, traffic and mods.
- Set native resolution, fullscreen and a conservative frame-rate cap.
- Enable TAA or SMAA and tune sharpening or luma for a readable image.
- Choose initial scaling, then check frame pacing on the full test route.
- Lower mirror resolution before mirror distance or quality.
- Reduce shadow quality, far shadows, SSAO and visibility ranges if GPU load remains high.
- Trim vegetation, grass, weather or pedestrian visibility only when the scene still needs relief.
- Adjust textures only when graphics-memory behavior indicates a problem; keep anisotropic filtering high when possible.
- Retest after every mod or game update.
- Save the profile that stays smooth in your worst regular scene, not the one that produces the highest menu or highway number.
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Final recommendation
For most players, the strongest quality-to-performance path is native fullscreen resolution, a stable cap, moderate scaling, TAA with tuned sharpening, high textures and anisotropic filtering, reduced mirror resolution, and shadows lowered only as far as necessary. Treat every recommendation as a controlled experiment on your own route: preserve the settings that improve motion and clarity, and remove the ones that only inflate a counter or add detail you cannot see while driving.
Quick Recap
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