Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also I play on a i9 10850k with a tuf 3070 scaled 200% in 100 fps. When I go 400% scale my gfx card sounds like a jet and the fps is fluctuating around 55-75 fps.
https://steamcommunity.com/sharedfiles/filedetails/?id=2569066633
Performance wise, I've very impressed. Since it has double the pixels of my 1440p monitor, it naturally puts more strain on my 3070 (and possibly the CPU). However, for ETS2 all I had to do was disable SSAO and can get 60 fps 95% of the time. In a couple of cities it dropped to 30fps (I'm using V-sync) but that only lasted a few seconds. Overall, it felt just as smooth and detailed as my 1440p monitor, but with a much wider periphery.
However, there is noticeable "fish eye" effect. Objects (e.g., cars) on the left and right seem "stretched". This distortion is not unique to ETS2; Flight Simulator has the same issue.
You can reduce some of the distortion by reducing the Field of View. In ETS2 this means pushing the seat "forward". This means you can see less on the left and right, but overall objects look less "stretched". In Flight Simulator you can do the same thing by changing one of the zoom sliders.
There are multimon.cfg hacks to simulate a 3 monitor setup on the ultrawide. I tried this. It helps reduce some of the stretching, but performance was worse, and whenever I looked left/right (which was still necessary at intersections) , the view looked "bent" at the point where two virtual monitors intersected. It just looked too weird, so I revered to the "normal" ultrawide view.
I hope someone (SCS perhaps) finds a way to reduce the stretching properly without simulating a 3 monitor setup.
For any given screen size and eyeball to screen distance there is a "proper" FOV which should eliminate fisheye and give the correct sense of speed. For my 16x9 at my viewing distance this calculates to about 67 degrees. I don't know how it works out for ultra wides. What is the actual diagonal measure of your screen (I'd assume straight line, not along the curve) ?
How far are your eyes from the screen?
https://www.youtube.com/watch?v=K8N3fAR7Cpw
Personally not for me.
It looks wrong.
I am happy with my LG34 21x9 curved UWD HDR and 80deg viewing in cab
https://steamcommunity.com/sharedfiles/filedetails/?id=2752512654
Same monitor with 180deg FOV
https://steamcommunity.com/sharedfiles/filedetails/?id=2752512682
FOV of 59 for me on my 34" Ultrawaide with head tracking.
In Flight Simulator I'm used to it now. I can just pretend that any distortion on the left/right is due to the glass in the cockpit windows. :)
For ETS2, though, I still find myself wanting to see more on the left and right. Moving the seat back (to 90 or 100 degrees) lets me see more, but the stretching is really bad and the wheel looks tiny. Lowering the FOV to 50 or 60 degrees reduces the distortion but forces me to look left and right a lot, and it sort of defeats the purpose of Ultrawide. 70 to 80 sees the sweet spot; I can see some stuff on the left and right, and although it looks stretched, it's not *too* bad.
I just wish there were a way to get ETS2 to compact stuff on the left/right. Somehow. Is there a simple formula for doing so, or do the projection calculations need to be rewritten?
Do *any* 3D games handle ultrawide perfectly, with no stretching on the left/right?
It does, to an extent, but your monitor isn't a "real world" window - it's a flat plane, so while sitting closer increases your FoV in the real world this doesn't translate well into the game and doesn't fix fish-eye lens effect which is why you can't go much over 80 degrees without seeing it in most games no matter what screen size you have which is somewhat annoying
I've always wondered if some tech from VR could be used to fix the fish-eye issue as the VIVE PRO 2 has a FoV of 110 degrees and the fish-eye is not there.
I'm guessing that even if ETS were to compress the left/right sides, it would still look "weird" when we pan or turn.
Therefore, I'm wondering what is the best way to turn the viewpoint left/right on ultrawide monitors (ideally, with wheels):
a) head/eye tracking (I have TrackIR)
b) [smooth] Look Left/Right (done via buttons on wheel)
c) [instant] Look Interior Left/Right
d) mouse
Which do you use?